Compile the D3D11 VS and PS on separate threads at GL link time
BUG=angle:900
Change-Id: Iad5dbbcc676e2a2b6dfc3d7bc6ab5957154de33e
Reviewed-on: https://chromium-review.googlesource.com/240490
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Austin Kinross <aukinros@microsoft.com>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index 3cd4e14..29b7b98 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -19,6 +19,8 @@
#include "libANGLE/renderer/d3d/ShaderExecutableD3D.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
+#include <future> // For std::async
+
namespace rx
{
@@ -955,6 +957,7 @@
}
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]);
@@ -970,18 +973,38 @@
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 vertexShaderTaskResult(GL_NO_ERROR);
+ gl::InfoLog tempVertexShaderInfoLog;
+
+ std::future<ShaderExecutableD3D*> vertexShaderTask = std::async([this, vertexShader, &tempVertexShaderInfoLog, &vertexShaderTaskResult]()
{
- return LinkResult(false, error);
- }
+ gl::VertexFormat defaultInputLayout[gl::MAX_VERTEX_ATTRIBS];
+ GetDefaultInputLayoutFromShader(vertexShader->getActiveAttributes(), defaultInputLayout);
+ ShaderExecutableD3D *defaultVertexExecutable = NULL;
+ vertexShaderTaskResult = getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable, &tempVertexShaderInfoLog);
+ return defaultVertexExecutable;
+ });
std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey());
ShaderExecutableD3D *defaultPixelExecutable = NULL;
- error = getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog);
+ gl::Error error = getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog);
+
+ 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
if (error.isError())
{
return LinkResult(false, error);