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The client can do a test run of their application with a persistent cache set to SkSL mode. They store the key and data blobs that are produced. Ship those blobs with the application. At startup, call GrContext::precompileShader for each key/data pair. This compiles the shaders, and stores the GL program ID, plus a small amount of metadata in our runtime program cache. Caveats: * Currently only implemented for the GL backend. Other backends will require more metadata to do any useful amount of work. Metal may need a more drastic workflow change, involving offline compilation of the shaders. * Currently only implemented for cached SkSL (not GLSL or program binaries). Supporting other formats again requires more metadata, and the cached shaders become increasingly specialized to GPU and driver versions. * Reusing the cached SkSL on different hardware is not supported. Many driver workarounds are implemented in the SkSL -> GLSL transformation, but some are higher level. Limiting device variance by artificially hiding extensions may help, but there are no guarantees. * The 'gltestprecompile' DM config exercises this code similarly to 'gltestpersistentcache', ensuring that results are visually identical when precompiling, and that no cache misses occur after precompiling. Change-Id: Id314c5d5f5a58fe503a0505a613bd4a540cc3589 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/239438 Reviewed-by: Greg Daniel <egdaniel@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Osman <brianosman@google.com> |
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DM.cpp | ||
DMGpuTestProcs.cpp | ||
DMJsonWriter.cpp | ||
DMJsonWriter.h | ||
DMSrcSink.cpp | ||
DMSrcSink.h |