Improve multi-threading and move Standalone to a multi-threading model (currently off though).

git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@22565 e7fa87d3-cd2b-0410-9028-fcbf551c1848
This commit is contained in:
John Kessenich
2013-07-31 18:44:13 +00:00
parent b40a488e89
commit 2b07c7e70a
21 changed files with 402 additions and 203 deletions

View File

@@ -33,16 +33,14 @@
//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
//POSSIBILITY OF SUCH DAMAGE.
//
#include "Worklist.h"
#include "./../glslang/Include/ShHandle.h"
#include "./../glslang/Public/ShaderLang.h"
#include <string.h>
#include <stdlib.h>
#include <math.h>
#ifdef _WIN32
#include <windows.h>
#include <psapi.h>
#endif
#include "osinclude.h"
extern "C" {
SH_IMPORT_EXPORT void ShOutputHtml();
@@ -57,6 +55,7 @@ enum TFailCode {
EFailCompile,
EFailLink,
EFailCompilerCreate,
EFailThreadCreate,
EFailLinkerCreate
};
@@ -73,7 +72,7 @@ ShBinding FixedAttributeBindings[] = {
ShBindingTable FixedAttributeTable = { 3, FixedAttributeBindings };
static EShLanguage FindLanguage(char *lang);
static EShLanguage FindLanguage(const std::string& name);
bool CompileFile(const char *fileName, ShHandle, int options, const TBuiltInResource*);
void usage();
void FreeFileData(char **data);
@@ -109,110 +108,103 @@ void GenerateResources(TBuiltInResource& resources)
resources.maxProgramTexelOffset = 7;
}
glslang::TWorklist Worklist;
int DebugOptions = 0;
bool Delay = false;
bool ProcessArguments(int argc, char* argv[])
{
argc--;
argv++;
for (; argc >= 1; argc--, argv++) {
if (argv[0][0] == '-') {
switch (argv[0][1]) {
case 'd':
Delay = true;
break;
case 'i':
DebugOptions |= EDebugOpIntermediate;
break;
case 'l':
DebugOptions |= EDebugOpMemoryLeakMode;
break;
case 'r':
DebugOptions |= EDebugOpRelaxedErrors;
break;
case 's':
DebugOptions |= EDebugOpSuppressInfolog;
break;
case 't':
DebugOptions |= EDebugOpTexturePrototypes;
break;
default:
usage();
return false;
}
} else
Worklist.add(std::string(argv[0]));
}
return true;
}
// Thread entry point
unsigned int __stdcall CompileShaders(void*)
{
ShHandle compiler;
std::string shaderName;
while (Worklist.remove(shaderName)) {
compiler = ShConstructCompiler(FindLanguage(shaderName), DebugOptions);
if (compiler == 0)
return false;
TBuiltInResource resources;
GenerateResources(resources);
CompileFile(shaderName.c_str(), compiler, DebugOptions, &resources);
if (! (DebugOptions & EDebugOpSuppressInfolog))
puts(ShGetInfoLog(compiler));
ShDestruct(compiler);
}
return 0;
}
int C_DECL main(int argc, char* argv[])
{
bool delay = false;
int numCompilers = 0;
bool compileFailed = false;
bool linkFailed = false;
int debugOptions = 0;
int i;
ShHandle linker = 0;
ShHandle uniformMap = 0;
ShHandle compilers[EShLangCount];
// Init for front-end proper
ShInitialize();
#ifdef _WIN32
__try {
#endif
argc--;
argv++;
for (; argc >= 1; argc--, argv++) {
if (argv[0][0] == '-') {
switch (argv[0][1]) {
case 'd':
delay = true;
break;
case 'i':
debugOptions |= EDebugOpIntermediate;
break;
case 'l':
debugOptions |= EDebugOpMemoryLeakMode;
break;
case 'r':
debugOptions |= EDebugOpRelaxedErrors;
break;
case 's':
debugOptions |= EDebugOpSuppressInfolog;
break;
case 't':
debugOptions |= EDebugOpTexturePrototypes;
break;
default:
usage();
return EFailUsage;
}
} else {
compilers[numCompilers] = ShConstructCompiler(FindLanguage(argv[0]), debugOptions);
if (compilers[numCompilers] == 0)
return EFailCompilerCreate;
++numCompilers;
// Init for for standalone
glslang::InitGlobalLock();
TBuiltInResource resources;
GenerateResources(resources);
if (! CompileFile(argv[0], compilers[numCompilers-1], debugOptions, &resources))
compileFailed = true;
if (! ProcessArguments(argc, argv))
return EFailUsage;
// TODO: finish threading, allow external control over number of threads
const int NumThreads = 1;
if (NumThreads > 1) {
void* threads[NumThreads];
for (int t = 0; t < NumThreads; ++t) {
threads[t] = glslang::OS_CreateThread(&CompileShaders);
if (! threads[t]) {
printf("Failed to create thread\n");
return EFailThreadCreate;
}
}
if (!numCompilers) {
usage();
return EFailUsage;
}
linker = ShConstructLinker(EShExVertexFragment, debugOptions);
if (linker == 0)
return EFailLinkerCreate;
uniformMap = ShConstructUniformMap();
if (uniformMap == 0)
return EFailLinkerCreate;
if (numCompilers > 0) {
ShSetFixedAttributeBindings(linker, &FixedAttributeTable);
if (! ShLink(linker, compilers, numCompilers, uniformMap, 0, 0))
linkFailed = true;
}
if (! (debugOptions & EDebugOpSuppressInfolog)) {
for (i = 0; i < numCompilers; ++i) {
InfoLogMsg("BEGIN", "COMPILER", i);
puts(ShGetInfoLog(compilers[i]));
InfoLogMsg("END", "COMPILER", i);
}
InfoLogMsg("BEGIN", "LINKER", -1);
puts(ShGetInfoLog(linker));
InfoLogMsg("END", "LINKER", -1);
}
#ifdef _WIN32
} __finally {
#endif
for (i = 0; i < numCompilers; ++i)
ShDestruct(compilers[i]);
ShDestruct(linker);
ShDestruct(uniformMap);
#ifdef _WIN32
if (delay)
Sleep(1000000);
glslang::OS_WaitForAllThreads(threads, NumThreads);
} else {
if (! CompileShaders(0))
compileFailed = true;
}
#endif
if (Delay)
glslang::OS_Sleep(1000000);
if (compileFailed)
return EFailCompile;
@@ -226,27 +218,36 @@ int C_DECL main(int argc, char* argv[])
// Deduce the language from the filename. Files must end in one of the
// following extensions:
//
// .frag* = fragment programs
// .vert* = vertex programs
// .vert = vertex
// .tesc = tessellation control
// .tese = tessellation evaluation
// .geom = geometry
// .frag = fragment
//
static EShLanguage FindLanguage(char *name)
static EShLanguage FindLanguage(const std::string& name)
{
if (!name)
size_t ext = name.rfind('.');
if (ext == std::string::npos) {
usage();
return EShLangVertex;
char *ext = strrchr(name, '.');
if (ext && strcmp(ext, ".sl") == 0)
for (; ext > name && ext[0] != '.'; ext--);
if (ext = strrchr(name, '.')) {
if (strncmp(ext, ".frag", 4) == 0) return EShLangFragment;
}
std::string suffix = name.substr(ext + 1, std::string::npos);
if (suffix == "vert")
return EShLangVertex;
else if (suffix == "tesc")
return EShLangTessControl;
else if (suffix == "tese")
return EShLangTessEvaluation;
else if (suffix == "geom")
return EShLangGeometry;
else if (suffix == "frag")
return EShLangFragment;
usage();
return EShLangVertex;
}
//
// Read a file's data into a string, and compile it using ShCompile
//
@@ -265,10 +266,6 @@ bool CompileFile(const char *fileName, ShHandle compiler, int debugOptions, cons
for (int s = 0; s < NumShaderStrings; ++s)
lengths[s] = strlen(shaderStrings[s]);
#ifdef _WIN32
PROCESS_MEMORY_COUNTERS counters; // just for memory leak testing
#endif
if (! shaderStrings)
return false;
@@ -284,12 +281,8 @@ bool CompileFile(const char *fileName, ShHandle compiler, int debugOptions, cons
//ret = ShCompile(compiler, multi, 4, 0, EShOptNone, resources, debugOptions, 100, false, messages);
}
#ifdef _WIN32
if (debugOptions & EDebugOpMemoryLeakMode) {
GetProcessMemoryInfo(GetCurrentProcess(), &counters, sizeof(counters));
printf("Working set size: %d\n", counters.WorkingSetSize);
}
#endif
if (debugOptions & EDebugOpMemoryLeakMode)
glslang::OS_DumpMemoryCounters();
}
delete [] lengths;