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/*
* 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 */