Implement SkSL cache by reusing code and logic from egl_cache_t. Test: Improves startup times for gmail by 15ms and 10ms for calc app. Bug: 66740665 Change-Id: I9ba479c649ba97a2c29a48d40579ba001264c957
149 lines
5.1 KiB
C++
149 lines
5.1 KiB
C++
/*
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* Copyright (C) 2017 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <cutils/compiler.h>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <vector>
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#include <GrContextOptions.h>
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namespace android {
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class BlobCache;
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class FileBlobCache;
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namespace uirenderer {
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namespace skiapipeline {
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class ShaderCache : public GrContextOptions::PersistentCache {
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public:
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/**
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* "get" returns a pointer to the singleton ShaderCache object. This
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* singleton object will never be destroyed.
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*/
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ANDROID_API static ShaderCache& get();
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/**
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* "initShaderDiskCache" loads the serialized cache contents from disk and puts the ShaderCache
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* into an initialized state, such that it is able to insert and retrieve entries from the
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* cache. This should be called when HWUI pipeline is initialized. When not in the initialized
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* state the load and store methods will return without performing any cache operations.
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*/
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virtual void initShaderDiskCache();
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/**
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* "setFilename" sets the name of the file that should be used to store
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* cache contents from one program invocation to another. This function does not perform any
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* disk operation and it should be invoked before "initShaderCache".
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*/
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virtual void setFilename(const char* filename);
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/**
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* "load" attempts to retrieve the value blob associated with a given key
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* blob from cache. This will be called by Skia, when it needs to compile a new SKSL shader.
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*/
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sk_sp<SkData> load(const SkData& key) override;
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/**
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* "store" attempts to insert a new key/value blob pair into the cache.
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* This will be called by Skia after it compiled a new SKSL shader
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*/
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void store(const SkData& key, const SkData& data) override;
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private:
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// Creation and (the lack of) destruction is handled internally.
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ShaderCache();
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// Copying is disallowed.
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ShaderCache(const ShaderCache&) = delete;
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void operator=(const ShaderCache&) = delete;
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/**
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* "getBlobCacheLocked" returns the BlobCache object being used to store the
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* key/value blob pairs. If the BlobCache object has not yet been created,
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* this will do so, loading the serialized cache contents from disk if
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* possible.
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*/
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BlobCache* getBlobCacheLocked();
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/**
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* "mInitialized" indicates whether the ShaderCache is in the initialized
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* state. It is initialized to false at construction time, and gets set to
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* true when initialize is called.
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* When in this state, the cache behaves as normal. When not,
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* the load and store methods will return without performing any cache
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* operations.
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*/
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bool mInitialized = false;
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/**
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* "mBlobCache" is the cache in which the key/value blob pairs are stored. It
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* is initially NULL, and will be initialized by getBlobCacheLocked the
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* first time it's needed.
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* The blob cache contains the Android build number. We treat version mismatches as an empty
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* cache (logic implemented in BlobCache::unflatten).
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*/
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std::unique_ptr<FileBlobCache> mBlobCache;
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/**
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* "mFilename" is the name of the file for storing cache contents in between
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* program invocations. It is initialized to an empty string at
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* construction time, and can be set with the setCacheFilename method. An
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* empty string indicates that the cache should not be saved to or restored
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* from disk.
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*/
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std::string mFilename;
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/**
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* "mSavePending" indicates whether or not a deferred save operation is
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* pending. Each time a key/value pair is inserted into the cache via
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* load, a deferred save is initiated if one is not already pending.
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* This will wait some amount of time and then trigger a save of the cache
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* contents to disk.
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*/
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bool mSavePending = false;
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/**
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* "mObservedBlobValueSize" is the maximum value size observed by the cache reading function.
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*/
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size_t mObservedBlobValueSize = 20*1024;
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/**
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* The time in seconds to wait before saving newly inserted cache entries.
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*/
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unsigned int mDeferredSaveDelay = 4;
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/**
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* "mMutex" is the mutex used to prevent concurrent access to the member
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* variables. It must be locked whenever the member variables are accessed.
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*/
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mutable std::mutex mMutex;
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/**
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* "sCache" is the singleton ShaderCache object.
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*/
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static ShaderCache sCache;
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friend class ShaderCacheTestUtils; //used for unit testing
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};
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} /* namespace skiapipeline */
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} /* namespace uirenderer */
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} /* namespace android */
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