Hash :
f3c1de36
Author :
Date :
2023-08-17T15:29:24
Make shader recompile while parallel linking safe Prior to this change, Program* objects held references to Shader* objects. This poses a problem where a shader recompile can race with a program link, if the program link is done in parallel. As a result, a good chunk of the link job is done serially and under the share group lock. After this change, that is no longer a problem, and most of the link can be made lockless/parallelized. This change separates out the "compiled state" from the rest of the shader state. This was already done for the front-end state (for the sake of caching), but is also now done for the backends that need it. The compiled state in turn is placed in a shared_ptr, and is shared with the program. When a shader is compiled, its own shared_ptr is replaced with a new object, leaving all programs currently compiling unaffected and using the previous compilation results. Once a program is linked, its references to compiled shader states is updated. Bug: angleproject:8297 Change-Id: Iff7094a37088fbad99c6241f1c48b0bd4c820eb2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4791065 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com>
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//
// Copyright 2022 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// CompiledShaderState.h:
// Defines a struct containing any data that is needed to build
// a ShaderState from a TCompiler.
//
#ifndef COMMON_COMPILEDSHADERSTATE_H_
#define COMMON_COMPILEDSHADERSTATE_H_
#include "common/BinaryStream.h"
#include "common/Optional.h"
#include "common/PackedEnums.h"
#include <GLSLANG/ShaderLang.h>
#include <GLSLANG/ShaderVars.h>
#include <memory>
#include <string>
namespace sh
{
struct BlockMemberInfo;
}
namespace gl
{
// @todo this type is also defined in compiler/Compiler.h and libANGLE/renderer_utils.h. Move this
// to a single common definition?
using SpecConstUsageBits = angle::PackedEnumBitSet<sh::vk::SpecConstUsage, uint32_t>;
// Helper functions for serializing shader variables
void WriteShaderVar(gl::BinaryOutputStream *stream, const sh::ShaderVariable &var);
void LoadShaderVar(gl::BinaryInputStream *stream, sh::ShaderVariable *var);
void WriteShInterfaceBlock(gl::BinaryOutputStream *stream, const sh::InterfaceBlock &block);
void LoadShInterfaceBlock(gl::BinaryInputStream *stream, sh::InterfaceBlock *block);
bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y);
struct CompiledShaderState
{
CompiledShaderState(gl::ShaderType shaderType);
~CompiledShaderState();
void buildCompiledShaderState(const ShHandle compilerHandle, const bool isBinaryOutput);
void serialize(gl::BinaryOutputStream &stream) const;
void deserialize(gl::BinaryInputStream &stream);
const gl::ShaderType shaderType;
int shaderVersion;
std::string translatedSource;
sh::BinaryBlob compiledBinary;
sh::WorkGroupSize localSize;
std::vector<sh::ShaderVariable> inputVaryings;
std::vector<sh::ShaderVariable> outputVaryings;
std::vector<sh::ShaderVariable> uniforms;
std::vector<sh::InterfaceBlock> uniformBlocks;
std::vector<sh::InterfaceBlock> shaderStorageBlocks;
std::vector<sh::ShaderVariable> allAttributes;
std::vector<sh::ShaderVariable> activeAttributes;
std::vector<sh::ShaderVariable> activeOutputVariables;
bool hasClipDistance;
bool hasDiscard;
bool enablesPerSampleShading;
gl::BlendEquationBitSet advancedBlendEquations;
SpecConstUsageBits specConstUsageBits;
// GL_OVR_multiview / GL_OVR_multiview2
int numViews;
// Geometry Shader
Optional<gl::PrimitiveMode> geometryShaderInputPrimitiveType;
Optional<gl::PrimitiveMode> geometryShaderOutputPrimitiveType;
Optional<GLint> geometryShaderMaxVertices;
int geometryShaderInvocations;
// Tessellation Shader
int tessControlShaderVertices;
GLenum tessGenMode;
GLenum tessGenSpacing;
GLenum tessGenVertexOrder;
GLenum tessGenPointMode;
};
using SharedCompiledShaderState = std::shared_ptr<CompiledShaderState>;
} // namespace gl
#endif // COMMON_COMPILEDSHADERSTATE_H_