blob: d6a15e73280beb0ea35cfe09db845171400f0553 [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/SkReadBuffer.h"
#include "src/core/SkWriteBuffer.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 {
struct ShaderMetadata {
SkSL::Program::Settings* fSettings = nullptr;
SkTArray<SkSL::String> fAttributeNames;
bool fHasCustomColorOutput = false;
bool fHasSecondaryColorOutput = false;
};
// Increment this whenever the serialization format of cached shaders changes
static constexpr int kCurrentVersion = 2;
static inline sk_sp<SkData> PackCachedShaders(SkFourByteTag shaderType,
const SkSL::String shaders[],
const SkSL::Program::Inputs inputs[],
int numInputs,
const ShaderMetadata* meta = nullptr) {
// 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);
SkBinaryWriteBuffer writer;
writer.writeInt(kCurrentVersion);
writer.writeUInt(shaderType);
for (int i = 0; i < kGrShaderTypeCount; ++i) {
writer.writeByteArray(shaders[i].c_str(), shaders[i].size());
writer.writePad32(&inputs[std::min(i, numInputs - 1)], sizeof(SkSL::Program::Inputs));
}
writer.writeBool(SkToBool(meta));
if (meta) {
writer.writeBool(SkToBool(meta->fSettings));
if (meta->fSettings) {
writer.writeBool(meta->fSettings->fFlipY);
writer.writeBool(meta->fSettings->fFragColorIsInOut);
writer.writeBool(meta->fSettings->fForceHighPrecision);
}
writer.writeInt(meta->fAttributeNames.count());
for (const auto& attr : meta->fAttributeNames) {
writer.writeByteArray(attr.c_str(), attr.size());
}
writer.writeBool(meta->fHasCustomColorOutput);
writer.writeBool(meta->fHasSecondaryColorOutput);
}
return writer.snapshotAsData();
}
static SkFourByteTag GetType(SkReadBuffer* reader) {
constexpr SkFourByteTag kInvalidTag = ~0;
int version = reader->readInt();
SkFourByteTag typeTag = reader->readUInt();
return reader->validate(version == kCurrentVersion) ? typeTag : kInvalidTag;
}
static inline bool UnpackCachedShaders(SkReadBuffer* reader,
SkSL::String shaders[],
SkSL::Program::Inputs inputs[],
int numInputs,
ShaderMetadata* meta = nullptr) {
for (int i = 0; i < kGrShaderTypeCount; ++i) {
size_t shaderLen = 0;
const char* shaderBuf = static_cast<const char*>(reader->skipByteArray(&shaderLen));
if (shaderBuf) {
shaders[i].assign(shaderBuf, shaderLen);
}
// GL, for example, only wants one set of Inputs
if (i < numInputs) {
reader->readPad32(&inputs[i], sizeof(inputs[i]));
} else {
reader->skip(sizeof(SkSL::Program::Inputs));
}
}
if (reader->readBool() && meta) {
SkASSERT(meta->fSettings != nullptr);
if (reader->readBool()) {
meta->fSettings->fFlipY = reader->readBool();
meta->fSettings->fFragColorIsInOut = reader->readBool();
meta->fSettings->fForceHighPrecision = reader->readBool();
}
meta->fAttributeNames.resize(reader->readInt());
for (auto& attr : meta->fAttributeNames) {
size_t attrLen = 0;
const char* attrName = static_cast<const char*>(reader->skipByteArray(&attrLen));
if (attrName) {
attr.assign(attrName, attrLen);
}
}
meta->fHasCustomColorOutput = reader->readBool();
meta->fHasSecondaryColorOutput = reader->readBool();
}
if (!reader->isValid()) {
for (int i = 0; i < kGrShaderTypeCount; ++i) {
shaders[i].clear();
}
}
return reader->isValid();
}
}
#endif