1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183
|
// 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_
|