Compile the D3D11 VS and PS on separate threads at GL link time
Change-Id: Ib534483f2ec3922cfeaf71cf1d9e9c433fe04b08
Reviewed-on: https://chromium-review.googlesource.com/251612
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index a94f6c0..3ec6180 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -20,6 +20,14 @@
#include "libANGLE/renderer/d3d/ShaderExecutableD3D.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
+#if ANGLE_MULTITHREADED_D3D_SHADER_COMPILE == ANGLE_ENABLED
+// We do not want to set _HAS_EXCEPTIONS=1 for Clang builds, nor turn on exception handlers.
+// We therefore must disable C4530 to allow <future> to compile.
+#pragma warning(disable: 4530) // C++ exception handler used, but unwind semantics are not enabled. Specify /EHsc
+#include <eh.h> // To allow <future> to compile when _HAS_EXCEPTIONS=0.
+#include <future> // For std::async
+#endif // ANGLE_MULTITHREADED_D3D_SHADER_COMPILE == ANGLE_ENABLED
+
namespace rx
{
@@ -946,6 +954,7 @@
}
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]);
@@ -961,18 +970,49 @@
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())
- {
- return LinkResult(false, error);
- }
+ 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]()
+ {
+#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);