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 2016 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.
//
// ShaderVk.cpp:
// Implements the class methods for ShaderVk.
//
#include "libANGLE/renderer/vulkan/ShaderVk.h"
#include "common/debug.h"
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/renderer/vulkan/ContextVk.h"
namespace rx
{
ShaderVk::ShaderVk(const gl::ShaderState &state) : ShaderImpl(state) {}
ShaderVk::~ShaderVk() {}
std::shared_ptr<WaitableCompileEvent> ShaderVk::compile(const gl::Context *context,
gl::ShCompilerInstance *compilerInstance,
ShCompileOptions *options)
{
ContextVk *contextVk = vk::GetImpl(context);
if (context->isWebGL())
{
// Only WebGL requires initialization of local variables, others don't.
// Extra initialization in spirv shader may affect performance.
options->initializeUninitializedLocals = true;
// WebGL shaders may contain OOB array accesses which in turn cause undefined behavior,
// which may result in security issues. See https://crbug.com/1189110.
options->clampIndirectArrayBounds = true;
if (mState.getShaderType() != gl::ShaderType::Compute)
{
options->initOutputVariables = true;
}
}
if (contextVk->getFeatures().retainSPIRVDebugInfo.enabled)
{
options->outputDebugInfo = true;
}
// robustBufferAccess on Vulkan doesn't support bound check on shader local variables
// but the GL_EXT_robustness does support.
// Enable the flag clampIndirectArrayBounds to ensure out of bounds local variable writes in
// shaders are protected when the context has GL_EXT_robustness enabled
if (contextVk->getShareGroup()->hasAnyContextWithRobustness())
{
options->clampIndirectArrayBounds = true;
}
if (contextVk->getFeatures().clampPointSize.enabled)
{
options->clampPointSize = true;
}
if (contextVk->getFeatures().emulateAdvancedBlendEquations.enabled)
{
options->addAdvancedBlendEquationsEmulation = true;
}
if (contextVk->emulateSeamfulCubeMapSampling())
{
options->emulateSeamfulCubeMapSampling = true;
}
if (!contextVk->getFeatures().enablePrecisionQualifiers.enabled)
{
options->ignorePrecisionQualifiers = true;
}
if (contextVk->getFeatures().forceFragmentShaderPrecisionHighpToMediump.enabled)
{
options->forceShaderPrecisionHighpToMediump = true;
}
// Let compiler use specialized constant for pre-rotation.
if (!contextVk->getFeatures().preferDriverUniformOverSpecConst.enabled)
{
options->useSpecializationConstant = true;
}
if (contextVk->getFeatures().clampFragDepth.enabled)
{
options->clampFragDepth = true;
}
if (!contextVk->getFeatures().supportsDepthClipControl.enabled)
{
options->addVulkanDepthCorrection = true;
}
if (contextVk->getFeatures().supportsTransformFeedbackExtension.enabled)
{
options->addVulkanXfbExtensionSupportCode = true;
}
else if (mState.getShaderType() == gl::ShaderType::Vertex &&
contextVk->getFeatures().emulateTransformFeedback.enabled)
{
options->addVulkanXfbEmulationSupportCode = true;
}
if (contextVk->getFeatures().roundOutputAfterDithering.enabled)
{
options->roundOutputAfterDithering = true;
}
if (contextVk->getFeatures().appendAliasedMemoryDecorations.enabled)
{
options->aliasedUnlessRestrict = true;
}
if (contextVk->getFeatures().explicitlyCastMediumpFloatTo16Bit.enabled)
{
options->castMediumpFloatTo16Bit = true;
}
if (contextVk->getExtensions().shaderPixelLocalStorageANGLE)
{
options->pls = contextVk->getNativePixelLocalStorageOptions();
}
return compileImpl(context, compilerInstance, mState.getSource(), options);
}
std::string ShaderVk::getDebugInfo() const
{
return mState.getCompiledState()->compiledBinary.empty() ? "" : "<binary blob>";
}
} // namespace rx