skia2/tools/gpu/MemoryCache.cpp
Brian Osman a085a41b9d Normalize storage of shader strings in the cache
Adds a tag that can be used to verify the expected type
of shaders. My follow-up CL that adds SkSL editing to
Vulkan relies heavily on this.

Change-Id: Ifda420c2dcbaff07cdf1b8157d0ece02b1ab6c78
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/210262
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
2019-04-25 15:27:59 +00:00

109 lines
3.9 KiB
C++

/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/utils/SkBase64.h"
#include "src/core/SkMD5.h"
#include "src/gpu/GrPersistentCacheUtils.h"
#include "tools/gpu/MemoryCache.h"
#if defined(SK_VULKAN)
#include "src/gpu/vk/GrVkGpu.h"
#endif
// Change this to 1 to log cache hits/misses/stores using SkDebugf.
#define LOG_MEMORY_CACHE 0
static SkString data_to_str(const SkData& data) {
size_t encodeLength = SkBase64::Encode(data.data(), data.size(), nullptr);
SkString str;
str.resize(encodeLength);
SkBase64::Encode(data.data(), data.size(), str.writable_str());
static constexpr size_t kMaxLength = 60;
static constexpr char kTail[] = "...";
static const size_t kTailLen = strlen(kTail);
bool overlength = encodeLength > kMaxLength;
if (overlength) {
str = SkString(str.c_str(), kMaxLength - kTailLen);
str.append(kTail);
}
return str;
}
namespace sk_gpu_test {
sk_sp<SkData> MemoryCache::load(const SkData& key) {
auto result = fMap.find(key);
if (result == fMap.end()) {
if (LOG_MEMORY_CACHE) {
SkDebugf("Load Key: %s\n\tNot Found.\n\n", data_to_str(key).c_str());
}
++fCacheMissCnt;
return nullptr;
}
if (LOG_MEMORY_CACHE) {
SkDebugf("Load Key: %s\n\tFound Data: %s\n\n", data_to_str(key).c_str(),
data_to_str(*result->second.fData).c_str());
}
result->second.fHitCount++;
return result->second.fData;
}
void MemoryCache::store(const SkData& key, const SkData& data) {
if (LOG_MEMORY_CACHE) {
SkDebugf("Store Key: %s\n\tData: %s\n\n", data_to_str(key).c_str(),
data_to_str(data).c_str());
}
fMap[Key(key)] = Value(data);
}
void MemoryCache::writeShadersToDisk(const char* path, GrBackendApi api) {
if (GrBackendApi::kOpenGL != api && GrBackendApi::kVulkan != api) {
return;
}
for (auto it = fMap.begin(); it != fMap.end(); ++it) {
SkMD5 hash;
size_t bytesToHash = it->first.fKey->size();
#if defined(SK_VULKAN)
if (GrBackendApi::kVulkan == api) {
// Vulkan stores two kinds of data in the cache (shaders and pipelines). The last four
// bytes of the key identify which one we have. We only want to extract shaders.
// Additionally, we don't want to hash the tag bytes, so we get the same keys as GL,
// which is good for cross-checking code generation and performance.
GrVkGpu::PersistentCacheKeyType vkKeyType;
SkASSERT(bytesToHash >= sizeof(vkKeyType));
bytesToHash -= sizeof(vkKeyType);
memcpy(&vkKeyType, it->first.fKey->bytes() + bytesToHash, sizeof(vkKeyType));
if (vkKeyType != GrVkGpu::kShader_PersistentCacheKeyType) {
continue;
}
}
#endif
hash.write(it->first.fKey->bytes(), bytesToHash);
SkMD5::Digest digest = hash.finish();
SkString md5;
for (int i = 0; i < 16; ++i) {
md5.appendf("%02x", digest.data[i]);
}
SkSL::Program::Inputs inputsIgnored[kGrShaderTypeCount];
SkSL::String shaders[kGrShaderTypeCount];
const SkData* data = it->second.fData.get();
// Even with the SPIR-V switches, it seems like we must use .spv, or malisc tries to
// run glslang on the input.
const char* ext = GrBackendApi::kOpenGL == api ? "frag" : "spv";
GrPersistentCacheUtils::UnpackCachedShaders(data, shaders,
inputsIgnored, kGrShaderTypeCount);
SkString filename = SkStringPrintf("%s/%s.%s", path, md5.c_str(), ext);
SkFILEWStream file(filename.c_str());
file.write(shaders[kFragment_GrShaderType].c_str(), shaders[kFragment_GrShaderType].size());
}
}
} // namespace sk_gpu_test