Revert "Compile the D3D11 VS and PS on separate threads at GL link time"
Failing compile on Chromium bots:
FAILED: ninja -t msvc -e environment.x86 -- C:\b\build\goma/gomacc "C:\b\depot_tools\win_toolchain\vs2013_files\VC\bin\amd64_x86\cl.exe" /nologo /showIncludes /FC @obj\third_party\angle\src\libANGLE\renderer\d3d\libANGLE.ProgramD3D.obj.rsp /c ..\..\third_party\angle\src\libANGLE\renderer\d3d\ProgramD3D.cpp /Foobj\third_party\angle\src\libANGLE\renderer\d3d\libANGLE.ProgramD3D.obj /Fdobj\third_party\angle\src\libANGLE.cc.pdb
c:\b\depot_tools\win_toolchain\vs2013_files\vc\include\concrt.h(4774) : error C3861: '__uncaught_exception': identifier not found
ninja: build stopped: subcommand failed.
This reverts commit 6d51f2629a8118f7afd450ea832c93143a84c330.
Change-Id: Iebb2843dfbc3795290fbb33e1a111ddad59c3126
Reviewed-on: https://chromium-review.googlesource.com/244792
Reviewed-by: Jamie Madill <jmadill@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 29b7b98..3cd4e14 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -19,8 +19,6 @@
#include "libANGLE/renderer/d3d/ShaderExecutableD3D.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
-#include <future> // For std::async
-
namespace rx
{
@@ -957,7 +955,6 @@
}
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]);
@@ -973,38 +970,18 @@
ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation());
ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation());
- gl::Error vertexShaderTaskResult(GL_NO_ERROR);
- gl::InfoLog tempVertexShaderInfoLog;
-
- 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);
+ }
std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey());
ShaderExecutableD3D *defaultPixelExecutable = NULL;
- 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
+ error = getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog);
if (error.isError())
{
return LinkResult(false, error);