| /* |
| * Copyright (C) 2017 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| #pragma once |
| |
| #include <GrContextOptions.h> |
| #include <SkRefCnt.h> |
| #include <cutils/compiler.h> |
| #include <ftl/shared_mutex.h> |
| #include <utils/Mutex.h> |
| |
| #include <memory> |
| #include <string> |
| #include <vector> |
| |
| class GrDirectContext; |
| class SkData; |
| |
| namespace android { |
| |
| class BlobCache; |
| class FileBlobCache; |
| |
| namespace uirenderer { |
| namespace skiapipeline { |
| |
| class ShaderCache : public GrContextOptions::PersistentCache { |
| public: |
| /** |
| * "get" returns a pointer to the singleton ShaderCache object. This |
| * singleton object will never be destroyed. |
| */ |
| static ShaderCache& get(); |
| |
| /** |
| * initShaderDiskCache" loads the serialized cache contents from disk, |
| * optionally checks that the on-disk cache matches a provided identity, |
| * and puts the ShaderCache into an initialized state, such that it is |
| * able to insert and retrieve entries from the cache. If identity is |
| * non-null and validation fails, the cache is initialized but contains |
| * no data. If size is less than zero, the cache is initialized but |
| * contains no data. |
| * |
| * This should be called when HWUI pipeline is initialized. When not in |
| * the initialized state the load and store methods will return without |
| * performing any cache operations. |
| */ |
| virtual void initShaderDiskCache(const void* identity, ssize_t size); |
| |
| virtual void initShaderDiskCache() { initShaderDiskCache(nullptr, 0); } |
| |
| /** |
| * "setFilename" sets the name of the file that should be used to store |
| * cache contents from one program invocation to another. This function does not perform any |
| * disk operation and it should be invoked before "initShaderCache". |
| */ |
| virtual void setFilename(const char* filename); |
| |
| /** |
| * "load" attempts to retrieve the value blob associated with a given key |
| * blob from cache. This will be called by Skia, when it needs to compile a new SKSL shader. |
| */ |
| sk_sp<SkData> load(const SkData& key) override; |
| |
| /** |
| * "store" attempts to insert a new key/value blob pair into the cache. |
| * This will be called by Skia after it compiled a new SKSL shader |
| */ |
| void store(const SkData& key, const SkData& data, const SkString& description) override; |
| |
| /** |
| * "onVkFrameFlushed" tries to store Vulkan pipeline cache state. |
| * Pipeline cache is saved on disk only if the size of the data has changed or there was |
| * a new shader compiled. |
| */ |
| void onVkFrameFlushed(GrDirectContext* context); |
| |
| private: |
| // Creation and (the lack of) destruction is handled internally. |
| ShaderCache(); |
| |
| // Copying is disallowed. |
| ShaderCache(const ShaderCache&) = delete; |
| void operator=(const ShaderCache&) = delete; |
| |
| /** |
| * "validateCache" updates the cache to match the given identity. If the |
| * cache currently has the wrong identity, all entries in the cache are cleared. |
| */ |
| bool validateCache(const void* identity, ssize_t size) REQUIRES(mMutex); |
| |
| /** |
| * Helper for BlobCache::set to trace the result and ensure the identity hash |
| * does not get evicted. |
| */ |
| void set(const void* key, size_t keySize, const void* value, size_t valueSize) REQUIRES(mMutex); |
| |
| /** |
| * "saveToDiskLocked" attempts to save the current contents of the cache to |
| * disk. If the identity hash exists, we will insert the identity hash into |
| * the cache for next validation. |
| */ |
| void saveToDiskLocked() REQUIRES(mMutex); |
| |
| /** |
| * "mInitialized" indicates whether the ShaderCache is in the initialized |
| * state. It is initialized to false at construction time, and gets set to |
| * true when initialize is called. |
| * When in this state, the cache behaves as normal. When not, |
| * the load and store methods will return without performing any cache |
| * operations. |
| */ |
| bool mInitialized GUARDED_BY(mMutex) = false; |
| |
| /** |
| * "mBlobCache" is the cache in which the key/value blob pairs are stored. |
| * The blob cache contains the Android build number. We treat version mismatches |
| * as an empty cache (logic implemented in BlobCache::unflatten). |
| */ |
| std::unique_ptr<FileBlobCache> mBlobCache GUARDED_BY(mMutex); |
| |
| /** |
| * "mFilename" is the name of the file for storing cache contents in between |
| * program invocations. It is initialized to an empty string at |
| * construction time, and can be set with the setCacheFilename method. An |
| * empty string indicates that the cache should not be saved to or restored |
| * from disk. |
| */ |
| std::string mFilename GUARDED_BY(mMutex); |
| |
| /** |
| * "mIDHash" is the current identity hash for the cache validation. It is |
| * initialized to an empty vector at construction time, and its content is |
| * generated in the call of the validateCache method. An empty vector |
| * indicates that cache validation is not performed, and the hash should |
| * not be stored on disk. |
| */ |
| std::vector<uint8_t> mIDHash GUARDED_BY(mMutex); |
| |
| /** |
| * "mSavePending" indicates whether or not a deferred save operation is |
| * pending. Each time a key/value pair is inserted into the cache via |
| * load, a deferred save is initiated if one is not already pending. |
| * This will wait some amount of time and then trigger a save of the cache |
| * contents to disk, unless mDeferredSaveDelayMs is 0 in which case saving |
| * is disabled. |
| */ |
| bool mSavePending GUARDED_BY(mMutex) = false; |
| |
| /** |
| * "mObservedBlobValueSize" is the maximum value size observed by the cache reading function. |
| */ |
| size_t mObservedBlobValueSize = 20 * 1024; |
| |
| /** |
| * The time in milliseconds to wait before saving newly inserted cache entries. |
| * |
| * WARNING: setting this to 0 will disable writing the cache to disk. |
| */ |
| unsigned int mDeferredSaveDelayMs = 4 * 1000; |
| |
| /** |
| * "mMutex" is the shared mutex used to prevent concurrent access to the member |
| * variables. It must be locked whenever the member variables are accessed. |
| */ |
| mutable ftl::SharedMutex mMutex; |
| |
| /** |
| * If set to "true", the next call to onVkFrameFlushed, will invoke |
| * GrCanvas::storeVkPipelineCacheData. This does not guarantee that data will be stored on disk. |
| */ |
| bool mTryToStorePipelineCache GUARDED_BY(mMutex) = true; |
| |
| /** |
| * This flag is used by "ShaderCache::store" to distinguish between shader data and |
| * Vulkan pipeline data. |
| */ |
| bool mInStoreVkPipelineInProgress = false; |
| |
| /** |
| * "mNewPipelineCacheSize" has the size of the new Vulkan pipeline cache data. It is used |
| * to prevent unnecessary disk writes, if the pipeline cache size has not changed. |
| */ |
| size_t mNewPipelineCacheSize GUARDED_BY(mMutex) = -1; |
| /** |
| * "mOldPipelineCacheSize" has the size of the Vulkan pipeline cache data stored on disk. |
| */ |
| size_t mOldPipelineCacheSize GUARDED_BY(mMutex) = -1; |
| |
| /** |
| * "mCacheDirty" is true when there is new shader cache data, which is not saved to disk. |
| */ |
| bool mCacheDirty GUARDED_BY(mMutex) = false; |
| |
| /** |
| * "sCache" is the singleton ShaderCache object. |
| */ |
| static ShaderCache sCache; |
| |
| /** |
| * "sIDKey" is the cache key of the identity hash |
| */ |
| static constexpr uint8_t sIDKey = 0; |
| |
| /** |
| * Most of this class concerns persistent storage for shaders, but it's also |
| * interesting to keep track of how many shaders are stored in RAM. This |
| * class provides a convenient entry point for that. |
| */ |
| int mNumShadersCachedInRam GUARDED_BY(mMutex) = 0; |
| |
| friend class ShaderCacheTestUtils; // used for unit testing |
| }; |
| |
| } /* namespace skiapipeline */ |
| } /* namespace uirenderer */ |
| } /* namespace android */ |