/* * 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 #include #include #include #include #include #include #include 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 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 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 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 */