Commit d2d21dca by Jamie Madill

Revert "Resubmit "Compile the D3D11 VS and PS on separate threads at GL link time""

Causes errors in Clang-Win. We can fix the error and then resubmit, but need to do a roll now. This reverts commit 31018486. Change-Id: I1c91b0a97031df33c2261089f6b54ccd3270306b Reviewed-on: https://chromium-review.googlesource.com/250430Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org> Tested-by: 's avatarJamie Madill <jmadill@chromium.org>
parent 42077bb1
......@@ -32,7 +32,6 @@
[
'_CRT_SECURE_NO_DEPRECATE',
'_SCL_SECURE_NO_WARNINGS',
'_HAS_EXCEPTIONS=0',
'NOMINMAX',
],
},
......
......@@ -29,8 +29,7 @@ size_t FormatStringIntoVector(const char *fmt, va_list vararg, std::vector<char>
std::string FormatString(const char *fmt, va_list vararg)
{
// Note: this needs to be thread-safe, since the D3D11 renderer uses some multithreading
std::vector<char> buffer(512);
static std::vector<char> buffer(512);
size_t len = FormatStringIntoVector(fmt, vararg, buffer);
return std::string(&buffer[0], len);
......
......@@ -29,8 +29,6 @@ Error::Error(GLenum errorCode, const char *msg, ...)
va_list vararg;
va_start(vararg, msg);
createMessageString();
// gl::Errors can be created across multiple threads, so we must make sure they're thread safe.
*mMessage = FormatString(msg, vararg);
va_end(vararg);
}
......
......@@ -6,13 +6,6 @@
// ProgramD3D.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
// <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
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "common/utilities.h"
......@@ -950,7 +943,6 @@ 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]);
......@@ -966,41 +958,18 @@ LinkResult ProgramD3D::compileProgramExecutables(gl::InfoLog &infoLog, gl::Shade
ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation());
ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation());
gl::Error vertexShaderTaskResult(GL_NO_ERROR);
gl::InfoLog tempVertexShaderInfoLog;
// Use an async task to begin compiling the vertex shader asynchronously on its own task.
std::future<ShaderExecutableD3D*> vertexShaderTask = std::async([this, vertexShader, &tempVertexShaderInfoLog, &vertexShaderTaskResult]()
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::VertexFormat defaultInputLayout[gl::MAX_VERTEX_ATTRIBS];
GetDefaultInputLayoutFromShader(vertexShader->getActiveAttributes(), defaultInputLayout);
ShaderExecutableD3D *defaultVertexExecutable = NULL;
vertexShaderTaskResult = getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable, &tempVertexShaderInfoLog);
return defaultVertexExecutable;
});
return LinkResult(false, error);
}
// Continue to compile the pixel shader on the main thread
std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey());
ShaderExecutableD3D *defaultPixelExecutable = NULL;
gl::Error error = getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog);
// Call .get() on the vertex shader compilation. This waits until the task is complete before returning
ShaderExecutableD3D *defaultVertexExecutable = vertexShaderTask.get();
// 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 (vertexShaderTaskResult.isError())
{
return LinkResult(false, vertexShaderTaskResult);
}
// If the pixel shader compilation failed, then return error
error = getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog);
if (error.isError())
{
return LinkResult(false, error);
......
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