| // | |
| // 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, | |
| angle::JobResultExpectancy resultExpectancy); | |
| // 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_ |