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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[],
26 int numInputs) {
27 // For consistency (so tools can blindly pack and unpack cached shaders), we always write
28 // kGrShaderTypeCount inputs. If the backend gives us fewer, we just replicate the last one.
29 SkASSERT(numInputs >= 1 && numInputs <= kGrShaderTypeCount);
Brian Osman6b797fe2019-04-08 13:56:36 -040030
Brian Osmane6ef03d2019-04-11 14:38:27 -040031 SkWriter32 writer;
Brian Osmana085a412019-04-25 09:44:43 -040032 writer.write32(shaderType);
Brian Osmana5a010b2019-04-08 15:01:32 -040033 for (int i = 0; i < kGrShaderTypeCount; ++i) {
34 writer.writeString(shaders[i].c_str(), shaders[i].size());
Brian Osmana085a412019-04-25 09:44:43 -040035 writer.writePad(&inputs[SkTMin(i, numInputs - 1)], sizeof(SkSL::Program::Inputs));
Brian Osmana5a010b2019-04-08 15:01:32 -040036 }
Brian Osmane6ef03d2019-04-11 14:38:27 -040037 return writer.snapshotAsData();
Brian Osmana5a010b2019-04-08 15:01:32 -040038}
39
Brian Osmana085a412019-04-25 09:44:43 -040040static inline SkFourByteTag UnpackCachedShaders(const SkData* data,
41 SkSL::String shaders[],
42 SkSL::Program::Inputs inputs[],
43 int numInputs) {
Brian Osmane6ef03d2019-04-11 14:38:27 -040044 SkReader32 reader(data->data(), data->size());
Brian Osmana085a412019-04-25 09:44:43 -040045 SkFourByteTag shaderType = reader.readU32();
Brian Osmana5a010b2019-04-08 15:01:32 -040046 for (int i = 0; i < kGrShaderTypeCount; ++i) {
47 size_t stringLen = 0;
48 const char* string = reader.readString(&stringLen);
49 shaders[i] = SkSL::String(string, stringLen);
Brian Osmana085a412019-04-25 09:44:43 -040050
51 // GL, for example, only wants one set of Inputs
52 if (i < numInputs) {
53 reader.read(&inputs[i], sizeof(inputs[i]));
54 } else {
55 reader.skip(sizeof(SkSL::Program::Inputs));
56 }
Brian Osmana5a010b2019-04-08 15:01:32 -040057 }
Brian Osmana085a412019-04-25 09:44:43 -040058 return shaderType;
Brian Osmana5a010b2019-04-08 15:01:32 -040059}
60
Brian Osman6b797fe2019-04-08 13:56:36 -040061}
62
63#endif