Hash :
c3a1cae4
Author :
Date :
2024-04-15T14:58:55
Use angle::SimpleMutex everywhere in libGLESv2 Only cases left that use std::mutex are: - Share group and the context ErrorSet mutexes as they need try_lock() - Anywhere mutexes are used in conjunction with std::condition_variables (as they explicitly require std::mutex) Bug: angleproject:8667 Change-Id: Ib6d68938b0886f9e7c43e023162557990ecfb300 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5453294 Reviewed-by: Roman Lavrov <romanl@google.com> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2012 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.
//
// ShaderCache: Defines rx::ShaderCache, a cache of Direct3D shader objects
// keyed by their byte code.
#ifndef LIBANGLE_RENDERER_D3D_D3D9_SHADERCACHE_H_
#define LIBANGLE_RENDERER_D3D_D3D9_SHADERCACHE_H_
#include "libANGLE/Error.h"
#include "common/SimpleMutex.h"
#include "common/debug.h"
#include "libANGLE/renderer/d3d/d3d9/Context9.h"
#include <cstddef>
#include <mutex>
#include <string>
#include <unordered_map>
namespace rx
{
template <typename ShaderObject>
class ShaderCache : angle::NonCopyable
{
public:
ShaderCache() : mDevice(nullptr) {}
~ShaderCache()
{
// Call clear while the device is still valid.
ASSERT(mMap.empty());
}
void initialize(IDirect3DDevice9 *device) { mDevice = device; }
angle::Result create(d3d::Context *context,
const DWORD *function,
size_t length,
ShaderObject **outShaderObject)
{
std::lock_guard<angle::SimpleMutex> lock(mMutex);
std::string key(reinterpret_cast<const char *>(function), length);
typename Map::iterator it = mMap.find(key);
if (it != mMap.end())
{
it->second->AddRef();
*outShaderObject = it->second;
return angle::Result::Continue;
}
ShaderObject *shader;
HRESULT result = createShader(function, &shader);
ANGLE_TRY_HR(context, result, "Failed to create shader");
// Random eviction policy.
if (mMap.size() >= kMaxMapSize)
{
SafeRelease(mMap.begin()->second);
mMap.erase(mMap.begin());
}
shader->AddRef();
mMap[key] = shader;
*outShaderObject = shader;
return angle::Result::Continue;
}
void clear()
{
std::lock_guard<angle::SimpleMutex> lock(mMutex);
for (typename Map::iterator it = mMap.begin(); it != mMap.end(); ++it)
{
SafeRelease(it->second);
}
mMap.clear();
}
private:
const static size_t kMaxMapSize = 100;
HRESULT createShader(const DWORD *function, IDirect3DVertexShader9 **shader)
{
return mDevice->CreateVertexShader(function, shader);
}
HRESULT createShader(const DWORD *function, IDirect3DPixelShader9 **shader)
{
return mDevice->CreatePixelShader(function, shader);
}
typedef angle::HashMap<std::string, ShaderObject *> Map;
Map mMap;
angle::SimpleMutex mMutex;
IDirect3DDevice9 *mDevice;
};
typedef ShaderCache<IDirect3DVertexShader9> VertexShaderCache;
typedef ShaderCache<IDirect3DPixelShader9> PixelShaderCache;
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_D3D9_SHADERCACHE_H_