Commit 82bcffa7 by jchen10 Committed by Commit Bot

Disable parallel compile for d3d11 compute

To observe whether the flaky issues still show up with the feature disabled. Bug: angleproject:3349 Change-Id: I0eae861ad76212fb4a65b57c1e1b5e8c583d6a3b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1571027Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Commit-Queue: Jie A Chen <jie.a.chen@intel.com>
parent e3c7134c
......@@ -1952,9 +1952,24 @@ std::unique_ptr<LinkEvent> ProgramD3D::compileComputeExecutable(const gl::Contex
return std::make_unique<LinkEventDone>(result);
}
auto computeTask = std::make_shared<GetComputeExecutableTask>(this);
return std::make_unique<ComputeProgramLinkEvent>(
infoLog, computeTask,
WorkerThreadPool::PostWorkerTask(context->getWorkerThreadPool(), computeTask));
std::shared_ptr<WaitableEvent> waitableEvent;
// TODO(jie.a.chen@intel.com): Fix the flaky bug.
// http://anglebug.com/3349
bool compileInParallel = false;
if (!compileInParallel)
{
(*computeTask)();
waitableEvent = std::make_shared<WaitableEventDone>();
}
else
{
waitableEvent =
WorkerThreadPool::PostWorkerTask(context->getWorkerThreadPool(), computeTask);
}
return std::make_unique<ComputeProgramLinkEvent>(infoLog, computeTask, waitableEvent);
}
angle::Result ProgramD3D::getComputeExecutableForImage2DBindLayout(
......
......@@ -103,9 +103,6 @@ void main()
// It should be successful.
TEST_P(ComputeShaderTest, DetachShaderAfterLinkSuccess)
{
// Flaky crash on teardown, see http://anglebug.com/3349
ANGLE_SKIP_TEST_IF(IsD3D11() && IsIntel() && IsWindows());
constexpr char kCS[] = R"(#version 310 es
layout(local_size_x=1) in;
void main()
......
......@@ -383,7 +383,8 @@ class ParallelShaderCompileTestES31 : public ParallelShaderCompileTest
TEST_P(ParallelShaderCompileTestES31, LinkAndDispatchManyPrograms)
{
// Flaky on Win NVIDIA D3D11. http://anglebug.com/3359
ANGLE_SKIP_TEST_IF(IsWindows() && IsNVIDIA() && IsD3D11());
// Suspectable to the flakyness of http://anglebug.com/3349.
ANGLE_SKIP_TEST_IF(IsWindows() && IsD3D11());
ANGLE_SKIP_TEST_IF(!ensureParallelShaderCompileExtensionAvailable());
......
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