| /* |
| * 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/SkReader32.h" |
| #include "src/core/SkWriter32.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 { |
| |
| static inline sk_sp<SkData> PackCachedShaders(SkFourByteTag shaderType, |
| const SkSL::String shaders[], |
| const SkSL::Program::Inputs inputs[], |
| int numInputs) { |
| // 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); |
| |
| SkWriter32 writer; |
| writer.write32(shaderType); |
| for (int i = 0; i < kGrShaderTypeCount; ++i) { |
| writer.writeString(shaders[i].c_str(), shaders[i].size()); |
| writer.writePad(&inputs[SkTMin(i, numInputs - 1)], sizeof(SkSL::Program::Inputs)); |
| } |
| return writer.snapshotAsData(); |
| } |
| |
| static inline SkFourByteTag UnpackCachedShaders(const SkData* data, |
| SkSL::String shaders[], |
| SkSL::Program::Inputs inputs[], |
| int numInputs) { |
| SkReader32 reader(data->data(), data->size()); |
| SkFourByteTag shaderType = reader.readU32(); |
| for (int i = 0; i < kGrShaderTypeCount; ++i) { |
| size_t stringLen = 0; |
| const char* string = reader.readString(&stringLen); |
| shaders[i] = SkSL::String(string, stringLen); |
| |
| // GL, for example, only wants one set of Inputs |
| if (i < numInputs) { |
| reader.read(&inputs[i], sizeof(inputs[i])); |
| } else { |
| reader.skip(sizeof(SkSL::Program::Inputs)); |
| } |
| } |
| return shaderType; |
| } |
| |
| } |
| |
| #endif |