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- /*
- * Copyright 2019 Google LLC.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
- #ifndef GrPersistentCacheEntry_DEFINED
- #define GrPersistentCacheEntry_DEFINED
- #include "include/core/SkData.h"
- #include "include/private/GrTypesPriv.h"
- #include "src/core/SkReader32.h"
- #include "src/core/SkWriter32.h"
- #include "src/sksl/SkSLString.h"
- #include "src/sksl/ir/SkSLProgram.h"
- // The GrPersistentCache stores opaque blobs, as far as clients are concerned. It's helpful to
- // inspect certain kinds of cached data within our tools, so for those cases (GLSL, SPIR-V), we
- // put the serialization logic here, to be shared by the backend code and the tool code.
- namespace GrPersistentCacheUtils {
- static inline sk_sp<SkData> PackCachedShaders(SkFourByteTag shaderType,
- const SkSL::String shaders[],
- const SkSL::Program::Inputs inputs[],
- int numInputs) {
- // For consistency (so tools can blindly pack and unpack cached shaders), we always write
- // kGrShaderTypeCount inputs. If the backend gives us fewer, we just replicate the last one.
- SkASSERT(numInputs >= 1 && numInputs <= kGrShaderTypeCount);
- SkWriter32 writer;
- writer.write32(shaderType);
- for (int i = 0; i < kGrShaderTypeCount; ++i) {
- writer.writeString(shaders[i].c_str(), shaders[i].size());
- writer.writePad(&inputs[SkTMin(i, numInputs - 1)], sizeof(SkSL::Program::Inputs));
- }
- return writer.snapshotAsData();
- }
- static inline SkFourByteTag UnpackCachedShaders(const SkData* data,
- SkSL::String shaders[],
- SkSL::Program::Inputs inputs[],
- int numInputs) {
- SkReader32 reader(data->data(), data->size());
- SkFourByteTag shaderType = reader.readU32();
- for (int i = 0; i < kGrShaderTypeCount; ++i) {
- size_t stringLen = 0;
- const char* string = reader.readString(&stringLen);
- shaders[i] = SkSL::String(string, stringLen);
- // GL, for example, only wants one set of Inputs
- if (i < numInputs) {
- reader.read(&inputs[i], sizeof(inputs[i]));
- } else {
- reader.skip(sizeof(SkSL::Program::Inputs));
- }
- }
- return shaderType;
- }
- }
- #endif
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