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cc / paint / shader_transfer_cache_entry.h [blame]
// Copyright 2018 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CC_PAINT_SHADER_TRANSFER_CACHE_ENTRY_H_
#define CC_PAINT_SHADER_TRANSFER_CACHE_ENTRY_H_
#include "base/containers/span.h"
#include "cc/paint/paint_export.h"
#include "cc/paint/paint_shader.h"
#include "cc/paint/transfer_cache_entry.h"
namespace cc {
// There is only a service transfer cache entry here. The reason shaders
// are cached at all are to reuse internal Skia caches for SkPictureShaders.
// However, the major reason not to transfer from the client is that it
// avoids the design change to make it possible for transfer cache entries
// to depend on transfer cache entries. This adds a number of wrinkles
// (during serialization, deserialization, scheduling). The assumption
// is that most picture shaders are small (e.g. a few ops to draw a tiled
// image) and that the design complication for this edge case isn't worth
// it.
class CC_PAINT_EXPORT ServiceShaderTransferCacheEntry final
: public ServiceTransferCacheEntryBase<TransferCacheEntryType::kShader> {
public:
explicit ServiceShaderTransferCacheEntry(sk_sp<PaintShader> shader,
size_t size);
~ServiceShaderTransferCacheEntry() final;
size_t CachedSize() const final;
bool Deserialize(GrDirectContext* context,
skgpu::graphite::Recorder* graphite_recorder,
base::span<const uint8_t> data) final;
sk_sp<PaintShader> shader() const { return shader_; }
private:
sk_sp<PaintShader> shader_;
size_t size_ = 0;
};
} // namespace cc
#endif // CC_PAINT_SHADER_TRANSFER_CACHE_ENTRY_H_