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gpu / command_buffer / service / memory_program_cache.cc [blame]
// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gpu/command_buffer/service/memory_program_cache.h"
#include <stddef.h>
#include "base/base64.h"
#include "base/check_op.h"
#include "base/command_line.h"
#include "base/functional/bind.h"
#include "base/functional/callback.h"
#include "base/metrics/histogram_functions.h"
#include "base/metrics/histogram_macros.h"
#include "base/numerics/checked_math.h"
#include "base/strings/string_number_conversions.h"
#include "base/system/sys_info.h"
#include "build/build_config.h"
#include "gpu/command_buffer/common/constants.h"
#include "gpu/command_buffer/common/shm_count.h"
#include "gpu/command_buffer/service/disk_cache_proto.pb.h"
#include "gpu/command_buffer/service/gl_utils.h"
#include "gpu/command_buffer/service/gles2_cmd_decoder.h"
#include "gpu/command_buffer/service/shader_manager.h"
#include "gpu/config/gpu_preferences.h"
#include "third_party/zlib/zlib.h"
#include "ui/gl/gl_bindings.h"
namespace gpu {
namespace gles2 {
namespace {
template <typename T, size_t N>
std::array<std::remove_const_t<T>, N> SpanToArray(base::span<T, N> s) {
std::array<std::remove_const_t<T>, N> array;
base::span(array).copy_from(s);
return array;
}
void FillShaderVariableProto(
ShaderVariableProto* proto, const sh::ShaderVariable& variable) {
proto->set_type(variable.type);
proto->set_precision(variable.precision);
proto->set_name(variable.name);
proto->set_mapped_name(variable.mappedName);
proto->set_array_size(variable.getOutermostArraySize());
proto->set_static_use(variable.staticUse);
for (size_t ii = 0; ii < variable.fields.size(); ++ii) {
ShaderVariableProto* field = proto->add_fields();
FillShaderVariableProto(field, variable.fields[ii]);
}
proto->set_struct_name(variable.getStructName());
}
void FillShaderAttributeProto(
ShaderAttributeProto* proto, const sh::Attribute& attrib) {
FillShaderVariableProto(proto->mutable_basic(), attrib);
proto->set_location(attrib.location);
}
void FillShaderUniformProto(
ShaderUniformProto* proto, const sh::Uniform& uniform) {
FillShaderVariableProto(proto->mutable_basic(), uniform);
}
void FillShaderVaryingProto(
ShaderVaryingProto* proto, const sh::Varying& varying) {
FillShaderVariableProto(proto->mutable_basic(), varying);
proto->set_interpolation(varying.interpolation);
proto->set_is_invariant(varying.isInvariant);
}
void FillShaderOutputVariableProto(ShaderOutputVariableProto* proto,
const sh::OutputVariable& attrib) {
FillShaderVariableProto(proto->mutable_basic(), attrib);
proto->set_location(attrib.location);
}
void FillShaderInterfaceBlockFieldProto(
ShaderInterfaceBlockFieldProto* proto,
const sh::InterfaceBlockField& interfaceBlockField) {
FillShaderVariableProto(proto->mutable_basic(), interfaceBlockField);
proto->set_is_row_major_layout(interfaceBlockField.isRowMajorLayout);
}
void FillShaderInterfaceBlockProto(ShaderInterfaceBlockProto* proto,
const sh::InterfaceBlock& interfaceBlock) {
proto->set_name(interfaceBlock.name);
proto->set_mapped_name(interfaceBlock.mappedName);
proto->set_instance_name(interfaceBlock.instanceName);
proto->set_array_size(interfaceBlock.arraySize);
proto->set_layout(interfaceBlock.layout);
proto->set_is_row_major_layout(interfaceBlock.isRowMajorLayout);
proto->set_static_use(interfaceBlock.staticUse);
for (size_t ii = 0; ii < interfaceBlock.fields.size(); ++ii) {
ShaderInterfaceBlockFieldProto* field = proto->add_fields();
FillShaderInterfaceBlockFieldProto(field, interfaceBlock.fields[ii]);
}
}
void FillShaderProto(ShaderProto* proto,
ProgramCache::HashView sha,
const Shader* shader) {
proto->set_sha(sha.data(), sha.size());
for (const auto& [string, attr] : shader->attrib_map()) {
ShaderAttributeProto* info = proto->add_attribs();
FillShaderAttributeProto(info, attr);
}
for (const auto& [string, uniform] : shader->uniform_map()) {
ShaderUniformProto* info = proto->add_uniforms();
FillShaderUniformProto(info, uniform);
}
for (const auto& [string, varying] : shader->varying_map()) {
ShaderVaryingProto* info = proto->add_varyings();
FillShaderVaryingProto(info, varying);
}
for (const sh::OutputVariable& var : shader->output_variable_list()) {
ShaderOutputVariableProto* info = proto->add_output_variables();
FillShaderOutputVariableProto(info, var);
}
for (const auto& [string, interface_block] : shader->interface_block_map()) {
ShaderInterfaceBlockProto* info = proto->add_interface_blocks();
FillShaderInterfaceBlockProto(info, interface_block);
}
}
void RetrieveShaderVariableInfo(
const ShaderVariableProto& proto, sh::ShaderVariable* variable) {
variable->type = proto.type();
variable->precision = proto.precision();
variable->name = proto.name();
variable->mappedName = proto.mapped_name();
variable->setArraySize(proto.array_size());
variable->staticUse = proto.static_use();
variable->fields.resize(proto.fields_size());
for (int ii = 0; ii < proto.fields_size(); ++ii)
RetrieveShaderVariableInfo(proto.fields(ii), &(variable->fields[ii]));
variable->setStructName(proto.struct_name());
}
void RetrieveShaderAttributeInfo(
const ShaderAttributeProto& proto, AttributeMap* map) {
sh::Attribute attrib;
RetrieveShaderVariableInfo(proto.basic(), &attrib);
attrib.location = proto.location();
(*map)[proto.basic().mapped_name()] = attrib;
}
void RetrieveShaderUniformInfo(
const ShaderUniformProto& proto, UniformMap* map) {
sh::Uniform uniform;
RetrieveShaderVariableInfo(proto.basic(), &uniform);
(*map)[proto.basic().mapped_name()] = uniform;
}
void RetrieveShaderVaryingInfo(
const ShaderVaryingProto& proto, VaryingMap* map) {
sh::Varying varying;
RetrieveShaderVariableInfo(proto.basic(), &varying);
varying.interpolation = static_cast<sh::InterpolationType>(
proto.interpolation());
varying.isInvariant = proto.is_invariant();
(*map)[proto.basic().mapped_name()] = varying;
}
void RetrieveShaderOutputVariableInfo(const ShaderOutputVariableProto& proto,
OutputVariableList* list) {
sh::OutputVariable output_variable;
RetrieveShaderVariableInfo(proto.basic(), &output_variable);
output_variable.location = proto.location();
list->push_back(output_variable);
}
void RetrieveShaderInterfaceBlockFieldInfo(
const ShaderInterfaceBlockFieldProto& proto,
sh::InterfaceBlockField* interface_block_field) {
RetrieveShaderVariableInfo(proto.basic(), interface_block_field);
interface_block_field->isRowMajorLayout = proto.is_row_major_layout();
}
void RetrieveShaderInterfaceBlockInfo(const ShaderInterfaceBlockProto& proto,
InterfaceBlockMap* map) {
sh::InterfaceBlock interface_block;
interface_block.name = proto.name();
interface_block.mappedName = proto.mapped_name();
interface_block.instanceName = proto.instance_name();
interface_block.arraySize = proto.array_size();
interface_block.layout = static_cast<sh::BlockLayoutType>(proto.layout());
interface_block.isRowMajorLayout = proto.is_row_major_layout();
interface_block.staticUse = proto.static_use();
interface_block.fields.resize(proto.fields_size());
for (int ii = 0; ii < proto.fields_size(); ++ii) {
RetrieveShaderInterfaceBlockFieldInfo(proto.fields(ii),
&(interface_block.fields[ii]));
}
(*map)[proto.mapped_name()] = interface_block;
}
void RunShaderCallback(DecoderClient* client,
GpuProgramProto* proto,
ProgramCache::HashView program_sha) {
std::string shader;
proto->SerializeToString(&shader);
std::string key = base::Base64Encode(program_sha);
client->CacheBlob(gpu::GpuDiskCacheType::kGlShaders, key, shader);
}
bool ProgramBinaryExtensionsAvailable() {
return gl::g_current_gl_driver &&
gl::g_current_gl_driver->ext.b_GL_OES_get_program_binary;
}
std::vector<uint8_t> CompressData(const std::vector<uint8_t>& data) {
uLongf compressed_size = compressBound(data.size());
std::vector<uint8_t> compressed_data(compressed_size);
// Level indicates a trade-off between compression and speed. Level 1
// indicates fastest speed (with worst compression).
auto result = compress2(compressed_data.data(), &compressed_size, data.data(),
data.size(), 1 /* level */);
// It should be impossible for compression to fail with the provided
// parameters.
CHECK_EQ(result, Z_OK);
compressed_data.resize(compressed_size);
compressed_data.shrink_to_fit();
return compressed_data;
}
// Returns an empty vector if decompression fails.
std::vector<uint8_t> DecompressData(const std::vector<uint8_t>& data,
size_t decompressed_size,
size_t max_size_bytes) {
std::vector<uint8_t> decompressed_data(decompressed_size);
uLongf decompressed_size_out =
static_cast<uLongf>(decompressed_size);
auto result = uncompress(decompressed_data.data(), &decompressed_size_out,
data.data(), data.size());
bool success =
result == Z_OK && decompressed_data.size() == decompressed_size_out;
if (!success)
return std::vector<uint8_t>();
return decompressed_data;
}
bool CompressProgramBinaries() {
#if !BUILDFLAG(IS_ANDROID)
return false;
#else // !BUILDFLAG(IS_ANDROID)
return base::SysInfo::IsLowEndDevice();
#endif // !BUILDFLAG(IS_ANDROID)
}
} // namespace
MemoryProgramCache::MemoryProgramCache(
size_t max_cache_size_bytes,
bool disable_gpu_shader_disk_cache,
bool disable_program_caching_for_transform_feedback,
GpuProcessShmCount* use_shader_cache_shm_count)
: ProgramCache(max_cache_size_bytes),
disable_gpu_shader_disk_cache_(disable_gpu_shader_disk_cache),
disable_program_caching_for_transform_feedback_(
disable_program_caching_for_transform_feedback),
compress_program_binaries_(CompressProgramBinaries()),
curr_size_bytes_(0),
store_(ProgramLRUCache::NO_AUTO_EVICT),
use_shader_cache_shm_count_(use_shader_cache_shm_count) {}
MemoryProgramCache::~MemoryProgramCache() = default;
void MemoryProgramCache::ClearBackend() {
store_.Clear();
DCHECK_EQ(0U, curr_size_bytes_);
}
ProgramCache::ProgramLoadResult MemoryProgramCache::LoadLinkedProgram(
GLuint program,
Shader* shader_a,
Shader* shader_b,
const LocationMap* bind_attrib_location_map,
const std::vector<std::string>& transform_feedback_varyings,
GLenum transform_feedback_buffer_mode,
DecoderClient* client) {
if (!ProgramBinaryExtensionsAvailable()) {
// Early exit if this context can't support program binaries
return PROGRAM_LOAD_FAILURE;
}
Hash a_sha;
Hash b_sha;
DCHECK(shader_a && !shader_a->last_compiled_source().empty() &&
shader_b && !shader_b->last_compiled_source().empty());
ComputeShaderHash(
shader_a->last_compiled_signature(), a_sha);
ComputeShaderHash(
shader_b->last_compiled_signature(), b_sha);
Hash program_sha;
ComputeProgramHash(a_sha, b_sha, bind_attrib_location_map,
transform_feedback_varyings,
transform_feedback_buffer_mode, program_sha);
ProgramLRUCache::iterator found = store_.Get(program_sha);
if (found == store_.end()) {
return PROGRAM_LOAD_FAILURE;
}
const scoped_refptr<ProgramCacheValue> value = found->second;
const std::vector<uint8_t>& decoded =
value->is_compressed()
? DecompressData(value->data(), value->decompressed_length(),
max_size_bytes())
: value->data();
if (decoded.empty()) {
// Decompression failure.
DCHECK(value->is_compressed());
return PROGRAM_LOAD_FAILURE;
}
{
GpuProcessShmCount::ScopedIncrement scoped_increment(
use_shader_cache_shm_count_);
glProgramBinary(program, value->format(),
static_cast<const GLvoid*>(decoded.data()), decoded.size());
}
GLint success = 0;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (success == GL_FALSE) {
return PROGRAM_LOAD_FAILURE;
}
shader_a->set_attrib_map(value->attrib_map_0());
shader_a->set_uniform_map(value->uniform_map_0());
shader_a->set_varying_map(value->varying_map_0());
shader_a->set_output_variable_list(value->output_variable_list_0());
shader_a->set_interface_block_map(value->interface_block_map_0());
shader_b->set_attrib_map(value->attrib_map_1());
shader_b->set_uniform_map(value->uniform_map_1());
shader_b->set_varying_map(value->varying_map_1());
shader_b->set_output_variable_list(value->output_variable_list_1());
shader_b->set_interface_block_map(value->interface_block_map_1());
if (!disable_gpu_shader_disk_cache_) {
std::unique_ptr<GpuProgramProto> proto(
GpuProgramProto::default_instance().New());
proto->set_sha(program_sha.data(), program_sha.size());
proto->set_format(value->format());
proto->set_program(value->data().data(), value->data().size());
proto->set_program_is_compressed(value->is_compressed());
proto->set_program_decompressed_length(value->decompressed_length());
FillShaderProto(proto->mutable_vertex_shader(), a_sha, shader_a);
FillShaderProto(proto->mutable_fragment_shader(), b_sha, shader_b);
RunShaderCallback(client, proto.get(), program_sha);
}
return PROGRAM_LOAD_SUCCESS;
}
void MemoryProgramCache::SaveLinkedProgram(
GLuint program,
const Shader* shader_a,
const Shader* shader_b,
const LocationMap* bind_attrib_location_map,
const std::vector<std::string>& transform_feedback_varyings,
GLenum transform_feedback_buffer_mode,
DecoderClient* client) {
if (!ProgramBinaryExtensionsAvailable()) {
// Early exit if this context can't support program binaries
return;
}
if (disable_program_caching_for_transform_feedback_ &&
!transform_feedback_varyings.empty()) {
return;
}
GLenum format;
GLsizei length = 0;
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &length);
if (length == 0 || static_cast<unsigned int>(length) > max_size_bytes()) {
return;
}
std::vector<uint8_t> binary(length);
glGetProgramBinary(program, length, nullptr, &format,
reinterpret_cast<char*>(binary.data()));
if (compress_program_binaries_) {
binary = CompressData(binary);
}
// If the binary is so big it will never fit in the cache, throw it away.
if (binary.size() > max_size_bytes())
return;
Hash a_sha;
Hash b_sha;
DCHECK(shader_a && !shader_a->last_compiled_source().empty() &&
shader_b && !shader_b->last_compiled_source().empty());
ComputeShaderHash(
shader_a->last_compiled_signature(), a_sha);
ComputeShaderHash(
shader_b->last_compiled_signature(), b_sha);
Hash program_sha;
ComputeProgramHash(a_sha, b_sha, bind_attrib_location_map,
transform_feedback_varyings,
transform_feedback_buffer_mode, program_sha);
// Evict any cached program with the same key in favor of the least recently
// accessed.
ProgramLRUCache::iterator existing = store_.Peek(program_sha);
if(existing != store_.end())
store_.Erase(existing);
// If the cache is overflowing, remove some old entries.
DCHECK(max_size_bytes() >= binary.size());
Trim(max_size_bytes() - binary.size());
if (!disable_gpu_shader_disk_cache_) {
std::unique_ptr<GpuProgramProto> proto(
GpuProgramProto::default_instance().New());
proto->set_sha(program_sha.data(), program_sha.size());
proto->set_format(format);
proto->set_program(binary.data(), binary.size());
proto->set_program_decompressed_length(length);
proto->set_program_is_compressed(compress_program_binaries_);
FillShaderProto(proto->mutable_vertex_shader(), a_sha, shader_a);
FillShaderProto(proto->mutable_fragment_shader(), b_sha, shader_b);
RunShaderCallback(client, proto.get(), program_sha);
}
store_.Put(
program_sha,
new ProgramCacheValue(
format, std::move(binary), compress_program_binaries_, length,
program_sha, a_sha, shader_a->attrib_map(), shader_a->uniform_map(),
shader_a->varying_map(), shader_a->output_variable_list(),
shader_a->interface_block_map(), b_sha, shader_b->attrib_map(),
shader_b->uniform_map(), shader_b->varying_map(),
shader_b->output_variable_list(), shader_b->interface_block_map(),
this));
}
void MemoryProgramCache::LoadProgram(const std::string& key,
const std::string& program) {
std::unique_ptr<GpuProgramProto> proto(
GpuProgramProto::default_instance().New());
if (!proto->ParseFromString(program)) {
DVLOG(2) << "Failed to parse proto file.";
return;
}
AttributeMap vertex_attribs;
UniformMap vertex_uniforms;
VaryingMap vertex_varyings;
OutputVariableList vertex_output_variables;
InterfaceBlockMap vertex_interface_blocks;
for (int i = 0; i < proto->vertex_shader().attribs_size(); i++) {
RetrieveShaderAttributeInfo(proto->vertex_shader().attribs(i),
&vertex_attribs);
}
for (int i = 0; i < proto->vertex_shader().uniforms_size(); i++) {
RetrieveShaderUniformInfo(proto->vertex_shader().uniforms(i),
&vertex_uniforms);
}
for (int i = 0; i < proto->vertex_shader().varyings_size(); i++) {
RetrieveShaderVaryingInfo(proto->vertex_shader().varyings(i),
&vertex_varyings);
}
for (int i = 0; i < proto->vertex_shader().output_variables_size(); i++) {
RetrieveShaderOutputVariableInfo(proto->vertex_shader().output_variables(i),
&vertex_output_variables);
}
for (int i = 0; i < proto->vertex_shader().interface_blocks_size(); i++) {
RetrieveShaderInterfaceBlockInfo(proto->vertex_shader().interface_blocks(i),
&vertex_interface_blocks);
}
AttributeMap fragment_attribs;
UniformMap fragment_uniforms;
VaryingMap fragment_varyings;
OutputVariableList fragment_output_variables;
InterfaceBlockMap fragment_interface_blocks;
for (int i = 0; i < proto->fragment_shader().attribs_size(); i++) {
RetrieveShaderAttributeInfo(proto->fragment_shader().attribs(i),
&fragment_attribs);
}
for (int i = 0; i < proto->fragment_shader().uniforms_size(); i++) {
RetrieveShaderUniformInfo(proto->fragment_shader().uniforms(i),
&fragment_uniforms);
}
for (int i = 0; i < proto->fragment_shader().varyings_size(); i++) {
RetrieveShaderVaryingInfo(proto->fragment_shader().varyings(i),
&fragment_varyings);
}
for (int i = 0; i < proto->fragment_shader().output_variables_size(); i++) {
RetrieveShaderOutputVariableInfo(
proto->fragment_shader().output_variables(i),
&fragment_output_variables);
}
for (int i = 0; i < proto->fragment_shader().interface_blocks_size(); i++) {
RetrieveShaderInterfaceBlockInfo(
proto->fragment_shader().interface_blocks(i),
&fragment_interface_blocks);
}
std::vector<uint8_t> binary(proto->program().length());
memcpy(binary.data(), proto->program().c_str(), proto->program().length());
auto program_sha =
base::as_byte_span(proto->sha()).to_fixed_extent<kHashLength>();
auto vertex_shader_sha = base::as_byte_span(proto->vertex_shader().sha())
.to_fixed_extent<kHashLength>();
auto fragment_shader_sha = base::as_byte_span(proto->fragment_shader().sha())
.to_fixed_extent<kHashLength>();
if (!program_sha.has_value()) {
DVLOG(2) << "Ill-formed program hash";
return;
}
if (!vertex_shader_sha.has_value()) {
DVLOG(2) << "Ill-formed vertex shader hash";
return;
}
if (!fragment_shader_sha.has_value()) {
DVLOG(2) << "Ill-formed fragment shader hash";
return;
}
store_.Put(
SpanToArray(program_sha.value()),
new ProgramCacheValue(
proto->format(), std::move(binary),
proto->has_program_is_compressed() && proto->program_is_compressed(),
proto->program_decompressed_length(), program_sha.value(),
vertex_shader_sha.value(), vertex_attribs, vertex_uniforms,
vertex_varyings, vertex_output_variables, vertex_interface_blocks,
fragment_shader_sha.value(), fragment_attribs, fragment_uniforms,
fragment_varyings, fragment_output_variables,
fragment_interface_blocks, this));
}
size_t MemoryProgramCache::Trim(size_t limit) {
size_t initial_size = curr_size_bytes_;
while (curr_size_bytes_ > limit) {
DCHECK(!store_.empty());
store_.Erase(store_.rbegin());
}
return initial_size - curr_size_bytes_;
}
MemoryProgramCache::ProgramCacheValue::ProgramCacheValue(
GLenum format,
std::vector<uint8_t> data,
bool is_compressed,
GLsizei decompressed_length,
HashView program_hash,
HashView shader_0_hash,
const AttributeMap& attrib_map_0,
const UniformMap& uniform_map_0,
const VaryingMap& varying_map_0,
const OutputVariableList& output_variable_list_0,
const InterfaceBlockMap& interface_block_map_0,
HashView shader_1_hash,
const AttributeMap& attrib_map_1,
const UniformMap& uniform_map_1,
const VaryingMap& varying_map_1,
const OutputVariableList& output_variable_list_1,
const InterfaceBlockMap& interface_block_map_1,
MemoryProgramCache* program_cache)
: format_(format),
data_(std::move(data)),
is_compressed_(is_compressed),
decompressed_length_(decompressed_length),
program_hash_(SpanToArray(program_hash)),
shader_0_hash_(SpanToArray(shader_0_hash)),
attrib_map_0_(attrib_map_0),
uniform_map_0_(uniform_map_0),
varying_map_0_(varying_map_0),
output_variable_list_0_(output_variable_list_0),
interface_block_map_0_(interface_block_map_0),
shader_1_hash_(SpanToArray(shader_1_hash)),
attrib_map_1_(attrib_map_1),
uniform_map_1_(uniform_map_1),
varying_map_1_(varying_map_1),
output_variable_list_1_(output_variable_list_1),
interface_block_map_1_(interface_block_map_1),
program_cache_(program_cache) {
program_cache_->curr_size_bytes_ += data_.size();
program_cache->CompiledShaderCacheSuccess(shader_0_hash_);
program_cache->CompiledShaderCacheSuccess(shader_1_hash_);
program_cache_->LinkedProgramCacheSuccess(program_hash_);
}
MemoryProgramCache::ProgramCacheValue::~ProgramCacheValue() {
program_cache_->curr_size_bytes_ -= data_.size();
program_cache_->Evict(program_hash_, shader_0_hash_, shader_1_hash_);
}
} // namespace gles2
} // namespace gpu