2 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/event/effects/shader-factory.h>
25 #include <dali/devel-api/common/hash.h>
26 #include <dali/integration-api/debug.h>
27 #include <dali/integration-api/platform-abstraction.h>
28 #include <dali/internal/event/common/thread-local-storage.h>
29 #include <dali/public-api/common/dali-common.h>
30 #include <dali/public-api/dali-core-version.h>
34 const char* VERSION_SEPARATOR = "-";
35 const char* SHADER_SUFFIX = ".dali-bin";
45 * @brief Generates a filename for a shader binary based on the hash value passed in.
46 * @param[in] shaderHash A hash over shader sources.
47 * @param[out] filename A string to overwrite with the filename.
49 void shaderBinaryFilename(size_t shaderHash, std::string& filename)
51 std::stringstream binaryShaderFilenameBuilder(std::ios_base::out);
52 binaryShaderFilenameBuilder << CORE_MAJOR_VERSION << VERSION_SEPARATOR << CORE_MINOR_VERSION << VERSION_SEPARATOR << CORE_MICRO_VERSION << VERSION_SEPARATOR
55 filename = binaryShaderFilenameBuilder.str();
60 ShaderFactory::ShaderFactory() = default;
62 ShaderFactory::~ShaderFactory()
64 // Let all the cached objects destroy themselves:
65 for(std::size_t i = 0, cacheSize = mShaderBinaryCache.Size(); i < cacheSize; ++i)
67 if(mShaderBinaryCache[i])
69 mShaderBinaryCache[i]->Unreference();
74 ShaderDataPtr ShaderFactory::Load(std::string_view vertexSource, std::string_view fragmentSource, const Dali::Shader::Hint::Value hints, size_t& shaderHash)
76 // Work out the filename for the binary that the glsl source will be compiled and linked to:
77 shaderHash = CalculateHash(vertexSource.data(), fragmentSource.data());
78 std::string binaryShaderFilename;
79 shaderBinaryFilename(shaderHash, binaryShaderFilename);
81 ShaderDataPtr shaderData;
83 /// Check a cache of previously loaded shaders:
84 for(std::size_t i = 0, cacheSize = mShaderBinaryCache.Size(); i < cacheSize; ++i)
86 if(mShaderBinaryCache[i]->GetHashValue() == shaderHash)
88 shaderData = mShaderBinaryCache[i];
90 DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "Mem cache hit on path: \"%s\"\n", binaryShaderFilename.c_str());
95 // If memory cache failed check the file system for a binary or return a source-only ShaderData:
96 if(shaderData.Get() == nullptr)
98 // Allocate the structure that returns the loaded shader:
99 shaderData = new ShaderData(std::string(vertexSource), std::string(fragmentSource), hints);
100 shaderData->SetHashValue(shaderHash);
101 shaderData->GetBuffer().Clear();
103 // Try to load the binary (this will fail if the shader source has never been compiled before):
104 ThreadLocalStorage& tls = ThreadLocalStorage::Get();
105 Integration::PlatformAbstraction& platformAbstraction = tls.GetPlatformAbstraction();
106 const bool loaded = platformAbstraction.LoadShaderBinaryFile(binaryShaderFilename, shaderData->GetBuffer());
110 MemoryCacheInsert(*shaderData);
113 DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, loaded ? "loaded on path: \"%s\"\n" : "failed to load on path: \"%s\"\n", binaryShaderFilename.c_str());
119 void ShaderFactory::SaveBinary(Internal::ShaderDataPtr shaderData)
121 // Save the binary to the file system:
122 std::string binaryShaderFilename;
123 shaderBinaryFilename(shaderData->GetHashValue(), binaryShaderFilename);
125 ThreadLocalStorage& tls = ThreadLocalStorage::Get();
126 Integration::PlatformAbstraction& platformAbstraction = tls.GetPlatformAbstraction();
127 const bool saved = platformAbstraction.SaveShaderBinaryFile(binaryShaderFilename, &shaderData->GetBuffer()[0], static_cast<unsigned int>(shaderData->GetBufferSize())); // don't expect buffer larger than unsigned int
129 // Save the binary into to memory cache:
130 MemoryCacheInsert(*shaderData);
132 DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, saved ? "Saved to file: %s\n" : "Save to file failed: %s\n", binaryShaderFilename.c_str());
135 } // Avoid unused variable warning in release builds
138 void ShaderFactory::MemoryCacheInsert(ShaderData& shaderData)
140 DALI_ASSERT_DEBUG(shaderData.GetBufferSize() > 0);
142 // Save the binary into to memory cache:
143 if(shaderData.GetBufferSize() > 0)
145 mShaderBinaryCache.Reserve(mShaderBinaryCache.Size() + 1); // Make sure the push won't throw after we inc the ref count.
146 shaderData.Reference();
147 mShaderBinaryCache.PushBack(&shaderData);
148 DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "CACHED BINARY FOR HASH: %u\n", shaderData.GetHashValue());
152 } // namespace Internal