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//
// Copyright 2022 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// MemoryShaderCache: Stores compiled shaders in memory so they don't
// always have to be re-compiled. Can be used in conjunction with the platform
// layer to warm up the cache from disk.
#ifndef LIBANGLE_MEMORY_SHADER_CACHE_H_
#define LIBANGLE_MEMORY_SHADER_CACHE_H_
#include <array>
#include "GLSLANG/ShaderLang.h"
#include "common/MemoryBuffer.h"
#include "libANGLE/BlobCache.h"
#include "libANGLE/Error.h"
namespace gl
{
class Context;
class Shader;
class ShaderState;
class ShCompilerInstance;
class MemoryShaderCache final : angle::NonCopyable
{
public:
explicit MemoryShaderCache(egl::BlobCache &blobCache);
~MemoryShaderCache();
// Helper method that serializes a shader.
angle::Result putShader(const Context *context,
const egl::BlobCache::Key &shaderHash,
const Shader *shader);
// Check the cache, and deserialize and load the shader if found. Evict existing hash if load
// fails.
angle::Result getShader(const Context *context,
Shader *shader,
const ShCompileOptions &compileOptions,
const ShCompilerInstance &compilerInstance,
egl::BlobCache::Key *hashOut);
// Empty the cache.
void clear();
// Returns the maximum cache size in bytes.
size_t maxSize() const;
private:
egl::BlobCache &mBlobCache;
std::mutex mHistogramMutex;
};
} // namespace gl
#endif // LIBANGLE_MEMORY_SHADER_CACHE_H_