| // |
| // 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. |
| egl::CacheGetResult getShader(const Context *context, |
| Shader *shader, |
| const egl::BlobCache::Key &shaderHash); |
| |
| // Empty the cache. |
| void clear(); |
| |
| // Returns the maximum cache size in bytes. |
| size_t maxSize() const; |
| |
| private: |
| egl::BlobCache &mBlobCache; |
| }; |
| |
| } // namespace gl |
| |
| #endif // LIBANGLE_MEMORY_SHADER_CACHE_H_ |