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Brian Osman6b797fe2019-04-08 13:56:36 -04001/*
2 * Copyright 2019 Google LLC.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#ifndef GrPersistentCacheEntry_DEFINED
9#define GrPersistentCacheEntry_DEFINED
10
Mike Kleinc0bd9f92019-04-23 12:05:21 -050011#include "include/core/SkData.h"
12#include "include/private/GrTypesPriv.h"
13#include "src/core/SkReader32.h"
14#include "src/core/SkWriter32.h"
15#include "src/sksl/SkSLString.h"
16#include "src/sksl/ir/SkSLProgram.h"
Brian Osman6b797fe2019-04-08 13:56:36 -040017
Brian Osmana5a010b2019-04-08 15:01:32 -040018// The GrPersistentCache stores opaque blobs, as far as clients are concerned. It's helpful to
19// inspect certain kinds of cached data within our tools, so for those cases (GLSL, SPIR-V), we
20// put the serialization logic here, to be shared by the backend code and the tool code.
Brian Osman6b797fe2019-04-08 13:56:36 -040021namespace GrPersistentCacheUtils {
22
Brian Osmana085a412019-04-25 09:44:43 -040023static inline sk_sp<SkData> PackCachedShaders(SkFourByteTag shaderType,
24 const SkSL::String shaders[],
25 const SkSL::Program::Inputs inputs[],
Brian Osmaned58e002019-09-06 14:42:43 -040026 int numInputs,
27 const SkSL::Program::Settings* settings) {
Brian Osmana085a412019-04-25 09:44:43 -040028 // For consistency (so tools can blindly pack and unpack cached shaders), we always write
29 // kGrShaderTypeCount inputs. If the backend gives us fewer, we just replicate the last one.
30 SkASSERT(numInputs >= 1 && numInputs <= kGrShaderTypeCount);
Brian Osman6b797fe2019-04-08 13:56:36 -040031
Brian Osmane6ef03d2019-04-11 14:38:27 -040032 SkWriter32 writer;
Brian Osmana085a412019-04-25 09:44:43 -040033 writer.write32(shaderType);
Brian Osmana5a010b2019-04-08 15:01:32 -040034 for (int i = 0; i < kGrShaderTypeCount; ++i) {
35 writer.writeString(shaders[i].c_str(), shaders[i].size());
Brian Osmana085a412019-04-25 09:44:43 -040036 writer.writePad(&inputs[SkTMin(i, numInputs - 1)], sizeof(SkSL::Program::Inputs));
Brian Osmana5a010b2019-04-08 15:01:32 -040037 }
Brian Osmaned58e002019-09-06 14:42:43 -040038 writer.writeBool(SkToBool(settings));
39 if (settings) {
40 writer.writeBool(settings->fFlipY);
41 writer.writeBool(settings->fFragColorIsInOut);
42 writer.writeBool(settings->fForceHighPrecision);
43 }
Brian Osmane6ef03d2019-04-11 14:38:27 -040044 return writer.snapshotAsData();
Brian Osmana5a010b2019-04-08 15:01:32 -040045}
46
Brian Osmana66081d2019-09-03 14:59:26 -040047static inline void UnpackCachedShaders(SkReader32* reader,
48 SkSL::String shaders[],
49 SkSL::Program::Inputs inputs[],
Brian Osmaned58e002019-09-06 14:42:43 -040050 int numInputs,
51 SkSL::Program::Settings* settings = nullptr) {
Brian Osmana5a010b2019-04-08 15:01:32 -040052 for (int i = 0; i < kGrShaderTypeCount; ++i) {
53 size_t stringLen = 0;
Brian Osmana66081d2019-09-03 14:59:26 -040054 const char* string = reader->readString(&stringLen);
Brian Osmana5a010b2019-04-08 15:01:32 -040055 shaders[i] = SkSL::String(string, stringLen);
Brian Osmana085a412019-04-25 09:44:43 -040056
57 // GL, for example, only wants one set of Inputs
58 if (i < numInputs) {
Brian Osmana66081d2019-09-03 14:59:26 -040059 reader->read(&inputs[i], sizeof(inputs[i]));
Brian Osmana085a412019-04-25 09:44:43 -040060 } else {
Brian Osmana66081d2019-09-03 14:59:26 -040061 reader->skip(sizeof(SkSL::Program::Inputs));
Brian Osmana085a412019-04-25 09:44:43 -040062 }
Brian Osmana5a010b2019-04-08 15:01:32 -040063 }
Brian Osmaned58e002019-09-06 14:42:43 -040064 if (reader->readBool() && settings) {
65 settings->fFlipY = reader->readBool();
66 settings->fFragColorIsInOut = reader->readBool();
67 settings->fForceHighPrecision = reader->readBool();
68 }
Brian Osmana5a010b2019-04-08 15:01:32 -040069}
70
Brian Osman6b797fe2019-04-08 13:56:36 -040071}
72
73#endif