| /* |
| * 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) { |
| (*e)->fProgram->abandon(); |
| } |
| }); |
| |
| this->reset(); |
| } |
| |
| void GrGLGpu::ProgramCache::reset() { |
| fMap.reset(); |
| } |
| |
| GrGLProgram* GrGLGpu::ProgramCache::refProgram(GrGLGpu* gpu, |
| GrRenderTarget* renderTarget, |
| GrSurfaceOrigin origin, |
| const GrPrimitiveProcessor& primProc, |
| const GrTextureProxy* const primProcProxies[], |
| const GrPipeline& pipeline, |
| bool isPoints) { |
| // Get GrGLProgramDesc |
| GrProgramDesc desc; |
| if (!GrProgramDesc::Build(&desc, renderTarget, primProc, isPoints, pipeline, 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. |
| desc.setSurfaceOriginKey(GrGLSLFragmentShaderBuilder::KeyForSurfaceOrigin(origin)); |
| |
| 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, origin, |
| primProc, primProcProxies, |
| pipeline, &desc, fGpu, |
| precompiledProgram); |
| 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; |
| } |
| (*entry)->fProgram.reset(program); |
| } else if (!entry) { |
| // We have a cache miss |
| GrGLProgram* program = GrGLProgramBuilder::CreateProgram(renderTarget, origin, |
| primProc, primProcProxies, |
| pipeline, &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.data(), 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; |
| } |