blob: e39e72ea53d9cee9bf8e46c5927e5340ba5db1d7 [file] [log] [blame]
/*
* Copyright 2019 Google LLC.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrPersistentCacheEntry_DEFINED
#define GrPersistentCacheEntry_DEFINED
#include "include/core/SkData.h"
#include "include/private/GrTypesPriv.h"
#include "src/core/SkReader32.h"
#include "src/core/SkWriter32.h"
#include "src/sksl/SkSLString.h"
#include "src/sksl/ir/SkSLProgram.h"
// The GrPersistentCache stores opaque blobs, as far as clients are concerned. It's helpful to
// inspect certain kinds of cached data within our tools, so for those cases (GLSL, SPIR-V), we
// put the serialization logic here, to be shared by the backend code and the tool code.
namespace GrPersistentCacheUtils {
static inline sk_sp<SkData> PackCachedShaders(SkFourByteTag shaderType,
const SkSL::String shaders[],
const SkSL::Program::Inputs inputs[],
int numInputs) {
// For consistency (so tools can blindly pack and unpack cached shaders), we always write
// kGrShaderTypeCount inputs. If the backend gives us fewer, we just replicate the last one.
SkASSERT(numInputs >= 1 && numInputs <= kGrShaderTypeCount);
SkWriter32 writer;
writer.write32(shaderType);
for (int i = 0; i < kGrShaderTypeCount; ++i) {
writer.writeString(shaders[i].c_str(), shaders[i].size());
writer.writePad(&inputs[SkTMin(i, numInputs - 1)], sizeof(SkSL::Program::Inputs));
}
return writer.snapshotAsData();
}
static inline SkFourByteTag UnpackCachedShaders(const SkData* data,
SkSL::String shaders[],
SkSL::Program::Inputs inputs[],
int numInputs) {
SkReader32 reader(data->data(), data->size());
SkFourByteTag shaderType = reader.readU32();
for (int i = 0; i < kGrShaderTypeCount; ++i) {
size_t stringLen = 0;
const char* string = reader.readString(&stringLen);
shaders[i] = SkSL::String(string, stringLen);
// GL, for example, only wants one set of Inputs
if (i < numInputs) {
reader.read(&inputs[i], sizeof(inputs[i]));
} else {
reader.skip(sizeof(SkSL::Program::Inputs));
}
}
return shaderType;
}
}
#endif