Hash :
2a6336ed
Author :
Date :
2023-11-29T13:35:57
Don't construct a compiler instance on shader cache hits. We can avoid constructing a shader compiler instance and then destroying it when we get shader cache hits. The resources and output type are available from the root gl::Compiler object. Bug: angleproject:8434 Change-Id: I2de43db34dc1b86265aa648b1275e32814487ff4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5073292 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2014 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.
//
// Compiler.h: Defines the gl::Compiler class, abstracting the ESSL compiler
// that a GL context holds.
#ifndef LIBANGLE_COMPILER_H_
#define LIBANGLE_COMPILER_H_
#include <vector>
#include "GLSLANG/ShaderLang.h"
#include "common/PackedEnums.h"
#include "libANGLE/Error.h"
#include "libANGLE/RefCountObject.h"
namespace rx
{
class CompilerImpl;
class GLImplFactory;
} // namespace rx
namespace gl
{
class ShCompilerInstance;
class State;
class Compiler final : public RefCountObjectNoID
{
public:
Compiler(rx::GLImplFactory *implFactory, const State &data, egl::Display *display);
void onDestroy(const Context *context) override;
ShCompilerInstance getInstance(ShaderType shaderType);
void putInstance(ShCompilerInstance &&instance);
ShShaderOutput getShaderOutputType() const { return mOutputType; }
const ShBuiltInResources &getBuiltInResources() const { return mResources; }
static ShShaderSpec SelectShaderSpec(const State &state);
private:
~Compiler() override;
std::unique_ptr<rx::CompilerImpl> mImplementation;
ShShaderSpec mSpec;
ShShaderOutput mOutputType;
ShBuiltInResources mResources;
ShaderMap<std::vector<ShCompilerInstance>> mPools;
};
class ShCompilerInstance final : public angle::NonCopyable
{
public:
ShCompilerInstance();
ShCompilerInstance(ShHandle handle, ShShaderOutput outputType, ShaderType shaderType);
~ShCompilerInstance();
void destroy();
ShCompilerInstance(ShCompilerInstance &&other);
ShCompilerInstance &operator=(ShCompilerInstance &&other);
ShHandle getHandle();
ShaderType getShaderType() const;
ShBuiltInResources getBuiltInResources() const;
ShShaderOutput getShaderOutputType() const;
private:
ShHandle mHandle;
ShShaderOutput mOutputType;
ShaderType mShaderType;
};
} // namespace gl
#endif // LIBANGLE_COMPILER_H_