Hash :
ab334105
Author :
Date :
2023-01-23T10:09:56
BuiltInResourcesString is no longer a part of shader cache key The stringified version of `ShBuiltInResources` is poorly maintained and has a large overhead while computing hashes. Instead use the `ShBuiltInResources` blob directly. The shader object now computes and caches its key, refactor MemoryProgramCache to query the shader object for its key instead of recomputing it. Tests: EGLProgramCacheControlTest* Bug: angleproject:7833 Change-Id: I67a22f9460cee10ab0f7571df7d6525b476a5a78 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4185759 Commit-Queue: mohan maiya <m.maiya@samsung.com> Reviewed-by: Charlie Lao <cclao@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// 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.
angle::Result getShader(const Context *context,
Shader *shader,
const ShCompileOptions &compileOptions,
const ShCompilerInstance &compilerInstance,
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;
std::mutex mHistogramMutex;
};
} // namespace gl
#endif // LIBANGLE_MEMORY_SHADER_CACHE_H_