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  • angle
  • src
  • libANGLE
  • WorkerThread.cpp
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  • Jamie Madill's avatar
    D3D: Implement multi-thread shader compilation. · 01074255
    Jamie Madill authored Nov 28, 2016
    Choose to use std::async for now to implement multi-threaded compiles.
    This should work across platforms and also be usable for other
    threading tasks. Note that std::async does not have a good way to
    wait for multiple std::futures. Also the Linux compile of std::async
    is broken due to a bug in an old STL version, so disable it on this
    platform.
    
    The implementation uses a static polymorphism approach, which should
    have very good performance (no virtual calls).
    
    This design leaves the door open for other future implementations,
    such as a Win32 thread pool, or one based on angle::Platform.
    
    BUG=angleproject:422
    
    Change-Id: Ia2f13c3af0339efaca1d19b40b3e08ecca61b8e8
    Reviewed-on: https://chromium-review.googlesource.com/413712
    Commit-Queue: Jamie Madill <jmadill@chromium.org>
    Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
    01074255
WorkerThread.cpp 3.54 KB
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