Commit af1bdff6 by Austin Kinross Committed by Jamie Madill

Re-resubmit "Compile the D3D11 VS and PS on separate threads at GL link time"

The latest version of this change disables multithreaded D3D shader compilation with any C++ compiler other than VC (e.g. Clang). Change-Id: If3ef5fd650055ae66397ea2c9121bfcf1792892a Reviewed-on: https://chromium-review.googlesource.com/250328Tested-by: 's avatarAustin Kinross <aukinros@microsoft.com> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Reviewed-by: 's avatarCooper Partin <coopp@microsoft.com> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
parent 56cf9af2
......@@ -32,6 +32,7 @@
[
'_CRT_SECURE_NO_DEPRECATE',
'_SCL_SECURE_NO_WARNINGS',
'_HAS_EXCEPTIONS=0',
'NOMINMAX',
],
},
......
......@@ -29,7 +29,8 @@ size_t FormatStringIntoVector(const char *fmt, va_list vararg, std::vector<char>
std::string FormatString(const char *fmt, va_list vararg)
{
static std::vector<char> buffer(512);
// Note: this needs to be thread-safe, since the D3D11 renderer uses some multithreading
std::vector<char> buffer(512);
size_t len = FormatStringIntoVector(fmt, vararg, buffer);
return std::string(&buffer[0], len);
......
......@@ -37,4 +37,13 @@
#define ANGLE_SHADER_DEBUG_INFO ANGLE_DISABLED
#endif
// Should we compile the D3D vertex and pixel shaders on separate threads at glLinkProgram() time?
#if !defined(ANGLE_MULTITHREADED_D3D_SHADER_COMPILE)
#if defined(_MSC_VER) // Other compilers (e.g. Clang) might not support exceptions
#define ANGLE_MULTITHREADED_D3D_SHADER_COMPILE ANGLE_ENABLED
#else
#define ANGLE_MULTITHREADED_D3D_SHADER_COMPILE ANGLE_DISABLED
#endif
#endif
#endif // LIBANGLE_FEATURES_H_
......@@ -6,13 +6,23 @@
// ProgramD3D.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
#include "libANGLE/features.h"
#if ANGLE_MULTITHREADED_D3D_SHADER_COMPILE == ANGLE_ENABLED
// <future> requires _HAS_EXCEPTIONS to be defined
#ifdef _HAS_EXCEPTIONS
#undef _HAS_EXCEPTIONS
#endif // _HAS_EXCEPTIONS
#define _HAS_EXCEPTIONS 1
#include <future> // For std::async
#endif // ANGLE_MULTITHREADED_D3D_SHADER_COMPILE == ANGLE_ENABLED
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "common/utilities.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/Program.h"
#include "libANGLE/features.h"
#include "libANGLE/renderer/d3d/DynamicHLSL.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/ShaderD3D.h"
......@@ -943,6 +953,7 @@ gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::VertexFormat i
}
else if (!infoLog)
{
// This isn't thread-safe, so we should ensure that we always pass in an infoLog if using multiple threads.
std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3);
tempInfoLog.getLog(tempInfoLog.getLength(), NULL, &tempCharBuffer[0]);
ERR("Error compiling dynamic vertex executable:\n%s\n", &tempCharBuffer[0]);
......@@ -958,18 +969,49 @@ LinkResult ProgramD3D::compileProgramExecutables(gl::InfoLog &infoLog, gl::Shade
ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation());
ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation());
gl::VertexFormat defaultInputLayout[gl::MAX_VERTEX_ATTRIBS];
GetDefaultInputLayoutFromShader(vertexShader->getActiveAttributes(), defaultInputLayout);
ShaderExecutableD3D *defaultVertexExecutable = NULL;
gl::Error error = getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable, &infoLog);
if (error.isError())
gl::Error vertexShaderResult(GL_NO_ERROR);
gl::InfoLog tempVertexShaderInfoLog;
#if ANGLE_MULTITHREADED_D3D_SHADER_COMPILE == ANGLE_ENABLED
// Use an async task to begin compiling the vertex shader asynchronously on its own task.
std::future<ShaderExecutableD3D*> vertexShaderTask = std::async([this, vertexShader, &tempVertexShaderInfoLog, &vertexShaderResult]()
{
return LinkResult(false, error);
}
#endif // ANGLE_MULTITHREADED_D3D_SHADER_COMPILE
gl::VertexFormat defaultInputLayout[gl::MAX_VERTEX_ATTRIBS];
GetDefaultInputLayoutFromShader(vertexShader->getActiveAttributes(), defaultInputLayout);
ShaderExecutableD3D *defaultVertexExecutable = NULL;
vertexShaderResult = getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable, &tempVertexShaderInfoLog);
#if ANGLE_MULTITHREADED_D3D_SHADER_COMPILE == ANGLE_ENABLED
return defaultVertexExecutable;
});
#endif // ANGLE_MULTITHREADED_D3D_SHADER_COMPILE
// Continue to compile the pixel shader on the main thread
std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey());
ShaderExecutableD3D *defaultPixelExecutable = NULL;
error = getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog);
gl::Error error = getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog);
#if ANGLE_MULTITHREADED_D3D_SHADER_COMPILE == ANGLE_ENABLED
// Call .get() on the vertex shader compilation. This waits until the task is complete before returning
ShaderExecutableD3D *defaultVertexExecutable = vertexShaderTask.get();
#endif // ANGLE_MULTITHREADED_D3D_SHADER_COMPILE
// Combine the temporary infoLog with the real one
if (tempVertexShaderInfoLog.getLength() > 0)
{
std::vector<char> tempCharBuffer(tempVertexShaderInfoLog.getLength() + 3);
tempVertexShaderInfoLog.getLog(tempVertexShaderInfoLog.getLength(), NULL, &tempCharBuffer[0]);
infoLog.append(&tempCharBuffer[0]);
}
if (vertexShaderResult.isError())
{
return LinkResult(false, vertexShaderResult);
}
// If the pixel shader compilation failed, then return error
if (error.isError())
{
return LinkResult(false, error);
......
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