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gpu / command_buffer / service / program_cache.h [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.
#ifndef GPU_COMMAND_BUFFER_SERVICE_PROGRAM_CACHE_H_
#define GPU_COMMAND_BUFFER_SERVICE_PROGRAM_CACHE_H_
#include <stddef.h>
#include <stdint.h>
#include <array>
#include <map>
#include <string>
#include <unordered_map>
#include <unordered_set>
#include "base/containers/span.h"
#include "base/hash/sha1.h"
#include "base/memory/memory_pressure_listener.h"
#include "base/memory/stack_allocated.h"
#include "base/synchronization/lock.h"
#include "gpu/command_buffer/common/gl2_types.h"
#include "gpu/gpu_gles2_export.h"
namespace gpu {
class DecoderClient;
namespace gles2 {
class Shader;
// Program cache base class for caching linked gpu programs
class GPU_GLES2_EXPORT ProgramCache {
public:
static const size_t kHashLength = base::kSHA1Length;
using Hash = std::array<uint8_t, kHashLength>;
using HashView = base::span<const uint8_t, kHashLength>;
typedef std::map<std::string, GLint> LocationMap;
using CacheProgramCallback =
::base::RepeatingCallback<void(const std::string&, const std::string&)>;
enum LinkedProgramStatus {
LINK_UNKNOWN,
LINK_SUCCEEDED
};
enum ProgramLoadResult {
PROGRAM_LOAD_FAILURE,
PROGRAM_LOAD_SUCCESS
};
class GPU_GLES2_EXPORT ScopedCacheUse {
STACK_ALLOCATED();
public:
ScopedCacheUse(ProgramCache* cache, CacheProgramCallback callback);
// Disallow copy/assign as it is subtle and error prone (only one
// ScopedCacheUse should reset the callback on destruction).
ScopedCacheUse(const ScopedCacheUse& other) = delete;
ScopedCacheUse& operator=(const ScopedCacheUse& other) = delete;
// Disallow move as the destructor dereferences `cache_` after it has been
// moved out.
ScopedCacheUse(ScopedCacheUse&& other) = delete;
ScopedCacheUse& operator=(ScopedCacheUse&& other) = delete;
~ScopedCacheUse();
private:
ProgramCache* cache_;
};
explicit ProgramCache(size_t max_cache_size_bytes);
ProgramCache(const ProgramCache&) = delete;
ProgramCache& operator=(const ProgramCache&) = delete;
virtual ~ProgramCache();
bool HasSuccessfullyCompiledShader(const std::string& shader_signature) const;
LinkedProgramStatus GetLinkedProgramStatus(
const std::string& shader_signature_a,
const std::string& shader_signature_b,
const LocationMap* bind_attrib_location_map,
const std::vector<std::string>& transform_feedback_varyings,
GLenum transform_feedback_buffer_mode) const;
// Loads the linked program from the cache. If the program is not found or
// there was an error, PROGRAM_LOAD_FAILURE should be returned.
virtual ProgramLoadResult 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) = 0;
// Saves the program into the cache. If successful, the implementation should
// call LinkedProgramCacheSuccess.
virtual void 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) = 0;
virtual void LoadProgram(const std::string& key,
const std::string& program) = 0;
// clears the cache
void Clear();
// Only for testing
void LinkedProgramCacheSuccess(const std::string& shader_signature_a,
const std::string& shader_signature_b,
const LocationMap* bind_attrib_location_map,
const std::vector<std::string>& transform_feedback_varyings,
GLenum transform_feedback_buffer_mode);
// Discards excess cache contents to a fixed upper limit.
// Returns the number of bytes of memory freed.
virtual size_t Trim(size_t limit) = 0;
// Reduces cache usage based on the given MemoryPressureLevel
void HandleMemoryPressure(
base::MemoryPressureListener::MemoryPressureLevel memory_pressure_level);
protected:
size_t max_size_bytes() const { return max_size_bytes_; }
// called by implementing class after a shader was successfully cached
void LinkedProgramCacheSuccess(const Hash& program_hash);
void CompiledShaderCacheSuccess(const Hash& shader_hash);
void ComputeShaderHash(std::string_view shader, Hash& result) const;
void ComputeProgramHash(
HashView hashed_shader_0,
HashView hashed_shader_1,
const LocationMap* bind_attrib_location_map,
const std::vector<std::string>& transform_feedback_varyings,
GLenum transform_feedback_buffer_mode,
Hash& result) const;
// TODO(dcheng): Maybe this can take a HashView.
void Evict(const Hash& program_hash,
const Hash& shader_0_hash,
const Hash& shader_1_hash);
// Will also be used by derived class to guard some members.
mutable base::Lock lock_;
// Used by the passthrough program cache to notify when a new blob is
// inserted.
CacheProgramCallback cache_program_callback_ GUARDED_BY(lock_);
private:
struct HashHasher {
size_t operator()(const Hash& hash) const;
};
using LinkStatusMap =
std::unordered_map<Hash, LinkedProgramStatus, HashHasher>;
using CachedCompiledShaderSet = std::unordered_set<Hash, HashHasher>;
// called to clear the backend cache
virtual void ClearBackend() = 0;
const size_t max_size_bytes_;
LinkStatusMap link_status_;
// only cache the hash of successfully compiled shaders
CachedCompiledShaderSet compiled_shaders_;
};
} // namespace gles2
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_SERVICE_PROGRAM_CACHE_H_