Files
godot/servers/rendering/renderer_rd/forward_mobile
HP van Braam 52f27370ab Fix a deadlock in CanvasRenderRD
RenderingServerDefault::_draw wants to get all of the materials. The threaded
loader is still loading the materials:

1) The main thread locks canvas_singleton->shader.mutex via
   RendererRD::Utilities::update_dirty_resources
    -> RendererRD::MaterialStorage::_update_queued_materials
      -> RendererCanvasRenderRD::CanvasMaterialData::update_parameters()
2) RendererCanvasRenderRD::CanvasMaterialData::update_parameters() wants
   to get the current shader via ShaderRD::version_get_shader. This
   eventually wants to wait on the load of that shader via
   WorkerThreadPool::wait_for_group_task_completion in
   ShaderRD::_compile_version_end

At this point the main thread is waiting for the threaded load to finish
loading the shader. Meanwhile in a thread not too far away the load is
progressing:

1) The loader is loading the tres in ResourceLoaderText::load which
   eventually wants to ShaderMaterial::set_shader
2) We eventually end up in RendererCanvasRenderRD::CanvasShaderData::set_code
3) set_code wants to lock canvas_singleton->shader.mutex to protect
   against concurrent compilation

At this point the main thread is waiting on the load to complete, but
holds "canvas_singleton->shader.mutex" via update_parameters(), and the
loader is waiting on "canvas_singleton->shader.mutex" in set_code.

Tragedy ensues etc.

To fix the problem we don't acquire the lock until after we're sure
we're done compiling the shader.

The same pattern exists in scene_shader_forward_clustered.cpp which
was created in the same commit as the code in the canvas singleton.

With this change the deadlock can no longer occur as set_code() can now run
concurrently with RenderingServerDefault::_draw() as the path where the
main thread waits on the workerthreadpool with
canvas_singleton->shader.mutex held can no longer occur.

Data integrity wise: previously you'd think that
canvas_singleton->shader.mutex would have protected against metadata
changes to uniforms, ubo_offsets, and texture_uniforms but set_code() used
to write to some of these (uniforms, ubo_size) without taking the lock with
no ill effects because the material isn't updated until the shader has loaded.

A similar pattern was found in scene_shader_forward_mobile.cpp and was
fixed in the same way.
2026-06-08 00:22:02 +02:00
..
2026-04-04 01:37:10 +02:00