blob: 61ac321fcbc3935ab5d43600e7b21750c5d29009 [file] [log] [blame]
* Copyright 2011 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#include "src/gpu/gl/GrGLGpu.h"
#include "include/gpu/GrContextOptions.h"
#include "src/gpu/GrContextPriv.h"
#include "src/gpu/GrProcessor.h"
#include "src/gpu/GrProgramDesc.h"
#include "src/gpu/gl/builders/GrGLProgramBuilder.h"
#include "src/gpu/glsl/GrGLSLFragmentProcessor.h"
struct GrGLGpu::ProgramCache::Entry {
Entry(sk_sp<GrGLProgram> program)
: fProgram(std::move(program)) {}
Entry(const GrGLPrecompiledProgram& precompiledProgram)
: fPrecompiledProgram(precompiledProgram) {}
sk_sp<GrGLProgram> fProgram;
GrGLPrecompiledProgram fPrecompiledProgram;
GrGLGpu::ProgramCache::ProgramCache(GrGLGpu* gpu)
: fMap(gpu->getContext()->priv().options().fRuntimeProgramCacheSize)
, fGpu(gpu) {}
GrGLGpu::ProgramCache::~ProgramCache() {}
void GrGLGpu::ProgramCache::abandon() {
fMap.foreach([](std::unique_ptr<Entry>* e) {
if ((*e)->fProgram) {
void GrGLGpu::ProgramCache::reset() {
GrGLProgram* GrGLGpu::ProgramCache::refProgram(GrGLGpu* gpu,
GrRenderTarget* renderTarget,
const GrProgramInfo& programInfo,
bool isPoints) {
// TODO: can this be unified between GL and Vk?
// Get GrGLProgramDesc
GrProgramDesc desc;
if (!GrProgramDesc::Build(&desc, renderTarget, programInfo, isPoints, gpu)) {
GrCapsDebugf(gpu->caps(), "Failed to gl program descriptor!\n");
return nullptr;
// If we knew the shader won't depend on origin, we could skip this (and use the same program
// for both origins). Instrumenting all fragment processors would be difficult and error prone.
std::unique_ptr<Entry>* entry = fMap.find(desc);
if (entry && !(*entry)->fProgram) {
// We've pre-compiled the GL program, but don't have the GrGLProgram scaffolding
const GrGLPrecompiledProgram* precompiledProgram = &((*entry)->fPrecompiledProgram);
SkASSERT(precompiledProgram->fProgramID != 0);
GrGLProgram* program = GrGLProgramBuilder::CreateProgram(renderTarget, programInfo,
&desc, fGpu,
if (nullptr == program) {
// Should we purge the program ID from the cache at this point?
SkDEBUGFAIL("Couldn't create program from precompiled program");
return nullptr;
} else if (!entry) {
// We have a cache miss
GrGLProgram* program = GrGLProgramBuilder::CreateProgram(renderTarget, programInfo,
&desc, fGpu);
if (nullptr == program) {
return nullptr;
entry = fMap.insert(desc, std::unique_ptr<Entry>(new Entry(sk_sp<GrGLProgram>(program))));
return SkRef((*entry)->fProgram.get());
bool GrGLGpu::ProgramCache::precompileShader(const SkData& key, const SkData& data) {
GrProgramDesc desc;
if (!GrProgramDesc::BuildFromData(&desc,, key.size())) {
return false;
std::unique_ptr<Entry>* entry = fMap.find(desc);
if (entry) {
// We've already seen/compiled this shader
return true;
GrGLPrecompiledProgram precompiledProgram;
if (!GrGLProgramBuilder::PrecompileProgram(&precompiledProgram, fGpu, data)) {
return false;
fMap.insert(desc, std::unique_ptr<Entry>(new Entry(precompiledProgram)));
return true;