1*8975f5c5SAndroid Build Coastguard Worker // 2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2022 The ANGLE Project Authors. All rights reserved. 3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be 4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file. 5*8975f5c5SAndroid Build Coastguard Worker // 6*8975f5c5SAndroid Build Coastguard Worker // MemoryShaderCache: Stores compiled shaders in memory so they don't 7*8975f5c5SAndroid Build Coastguard Worker // always have to be re-compiled. Can be used in conjunction with the platform 8*8975f5c5SAndroid Build Coastguard Worker // layer to warm up the cache from disk. 9*8975f5c5SAndroid Build Coastguard Worker 10*8975f5c5SAndroid Build Coastguard Worker #ifndef LIBANGLE_MEMORY_SHADER_CACHE_H_ 11*8975f5c5SAndroid Build Coastguard Worker #define LIBANGLE_MEMORY_SHADER_CACHE_H_ 12*8975f5c5SAndroid Build Coastguard Worker 13*8975f5c5SAndroid Build Coastguard Worker #include <array> 14*8975f5c5SAndroid Build Coastguard Worker 15*8975f5c5SAndroid Build Coastguard Worker #include "GLSLANG/ShaderLang.h" 16*8975f5c5SAndroid Build Coastguard Worker #include "common/MemoryBuffer.h" 17*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/BlobCache.h" 18*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Error.h" 19*8975f5c5SAndroid Build Coastguard Worker 20*8975f5c5SAndroid Build Coastguard Worker namespace gl 21*8975f5c5SAndroid Build Coastguard Worker { 22*8975f5c5SAndroid Build Coastguard Worker class Context; 23*8975f5c5SAndroid Build Coastguard Worker class Shader; 24*8975f5c5SAndroid Build Coastguard Worker class ShaderState; 25*8975f5c5SAndroid Build Coastguard Worker class ShCompilerInstance; 26*8975f5c5SAndroid Build Coastguard Worker 27*8975f5c5SAndroid Build Coastguard Worker class MemoryShaderCache final : angle::NonCopyable 28*8975f5c5SAndroid Build Coastguard Worker { 29*8975f5c5SAndroid Build Coastguard Worker public: 30*8975f5c5SAndroid Build Coastguard Worker explicit MemoryShaderCache(egl::BlobCache &blobCache); 31*8975f5c5SAndroid Build Coastguard Worker ~MemoryShaderCache(); 32*8975f5c5SAndroid Build Coastguard Worker 33*8975f5c5SAndroid Build Coastguard Worker // Helper method that serializes a shader. 34*8975f5c5SAndroid Build Coastguard Worker angle::Result putShader(const Context *context, 35*8975f5c5SAndroid Build Coastguard Worker const egl::BlobCache::Key &shaderHash, 36*8975f5c5SAndroid Build Coastguard Worker const Shader *shader); 37*8975f5c5SAndroid Build Coastguard Worker 38*8975f5c5SAndroid Build Coastguard Worker // Check the cache, and deserialize and load the shader if found. Evict existing hash if load 39*8975f5c5SAndroid Build Coastguard Worker // fails. 40*8975f5c5SAndroid Build Coastguard Worker egl::CacheGetResult getShader(const Context *context, 41*8975f5c5SAndroid Build Coastguard Worker Shader *shader, 42*8975f5c5SAndroid Build Coastguard Worker const egl::BlobCache::Key &shaderHash, 43*8975f5c5SAndroid Build Coastguard Worker angle::JobResultExpectancy resultExpectancy); 44*8975f5c5SAndroid Build Coastguard Worker 45*8975f5c5SAndroid Build Coastguard Worker // Empty the cache. 46*8975f5c5SAndroid Build Coastguard Worker void clear(); 47*8975f5c5SAndroid Build Coastguard Worker 48*8975f5c5SAndroid Build Coastguard Worker // Returns the maximum cache size in bytes. 49*8975f5c5SAndroid Build Coastguard Worker size_t maxSize() const; 50*8975f5c5SAndroid Build Coastguard Worker 51*8975f5c5SAndroid Build Coastguard Worker private: 52*8975f5c5SAndroid Build Coastguard Worker egl::BlobCache &mBlobCache; 53*8975f5c5SAndroid Build Coastguard Worker }; 54*8975f5c5SAndroid Build Coastguard Worker 55*8975f5c5SAndroid Build Coastguard Worker } // namespace gl 56*8975f5c5SAndroid Build Coastguard Worker 57*8975f5c5SAndroid Build Coastguard Worker #endif // LIBANGLE_MEMORY_SHADER_CACHE_H_ 58