1 #ifndef DALI_INTERNAL_SHADER_FACTORY_H
2 #define DALI_INTERNAL_SHADER_FACTORY_H
5 * Copyright (c) 2021 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/internal/common/message.h>
23 #include <dali/internal/common/shader-data.h>
24 #include <dali/internal/common/shader-saver.h>
25 #include <dali/public-api/common/dali-vector.h>
32 using ShaderDataPtr = IntrusivePtr<ShaderData>;
35 * @brief ShaderFactory loads and saves shader binaries synchronously.
37 * Binaries loaded or saved are also cached by the ShaderFactory.
39 class ShaderFactory : public ShaderSaver
50 ~ShaderFactory() override;
53 * @brief Looks for precompiled binary version of shader program in memory and file caches.
55 * Tries to load a binary version of a shader program identified by a hash over the two source
56 * files, checking an in-memory cache first.
57 * If the cache hits or the load succeeds, the buffer member of the returned ShaderData will
58 * contain a precompiled shader binary program which can be uploaded directly to GLES.
60 * @param [in] vertexSource The vertex shader source code
61 * @param [in] fragmentSource The fragment shader source code
62 * @param [out] shaderHash Hash key created from vertex and fragment shader code
63 * @return ShaderData containing the source and hash value, and additionally,
64 * a compiled shader program binary if one could be found, else an
65 * empty binary buffer cleared to size zero.
67 Internal::ShaderDataPtr Load(std::string_view vertexSource, std::string_view fragmentSource, const Dali::Shader::Hint::Value hints, size_t& shaderHash);
70 * @brief Saves shader to memory cache and filesystem.
72 * This is called when a shader binary is ready to be saved to the memory cache file system.
73 * Shaders that pass through here become available to subsequent invocations of Load.
74 * @param[in] shader The data to be saved.
77 void SaveBinary(Internal::ShaderDataPtr shader) override;
80 void MemoryCacheInsert(Internal::ShaderData& shaderData);
83 ShaderFactory(const ShaderFactory&);
86 ShaderFactory& operator=(const ShaderFactory& rhs);
89 Dali::Vector<Internal::ShaderData*> mShaderBinaryCache; ///< Cache of pre-compiled shaders.
91 }; // class ShaderFactory
93 inline MessageBase* ShaderCompiledMessage(ShaderSaver& factory, Internal::ShaderDataPtr shaderData)
95 return new MessageValue1<ShaderSaver, Internal::ShaderDataPtr>(&factory,
96 &ShaderSaver::SaveBinary,
100 } // namespace Internal
104 #endif // DALI_INTERNAL_SHADER_FACTORY_H