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// slang-shader-cache-index.h
#pragma once
#include "../../slang.h"
#include "../../slang-gfx.h"
#include "../../slang-com-ptr.h"
#include "../../source/core/slang-string.h"
#include "../../source/core/slang-dictionary.h"
#include "../../source/core/slang-linked-list.h"
namespace gfx
{
using namespace Slang;
struct ShaderCacheEntry
{
slang::Digest dependencyBasedDigest;
slang::Digest contentsBasedDigest;
};
class PersistentShaderCache : public RefObject
{
public:
PersistentShaderCache(const IDevice::ShaderCacheDesc& inDesc);
// Fetch the cache entry corresponding to the provided key. If found, move the entry to
// the front of entries and return the entry and the corresponding compiled code in
// outCompiledCode. Else, return nullptr.
LinkedNode<ShaderCacheEntry>* findEntry(const slang::Digest& key, ISlangBlob** outCompiledCode);
// Add an entry to the cache with the provided key and contents hashes. If
// adding an entry causes the cache to exceed size limitations, this will also
// delete the least recently used entry.
void addEntry(const slang::Digest& dependencyDigest, const slang::Digest& contentsDigest, ISlangBlob* compiledCode);
// Update the contents hash for the specified entry in the cache and update the
// corresponding file on disk.
void updateEntry(
LinkedNode<ShaderCacheEntry>* entryNode,
const slang::Digest& dependencyDigest,
const slang::Digest& contentsDigest,
ISlangBlob* updatedCode);
private:
// Load a previous cache index saved to disk. If not found, create a new cache index
// and save it to disk as filename.
void loadCacheFromFile();
// Update the cache index on disk. This should be called any time an entry changes.
void saveCacheToFile();
// Delete the last entry (the least recently used) from entries, remove its key/value pair
// from keyToEntry, and remove the corresponding file on disk. This should only be called
// by addEntry() when the cache reaches maximum capacity.
void deleteLRUEntry();
// The shader cache's description.
IDevice::ShaderCacheDesc desc;
// Dictionary mapping each shader's key to its corresponding node (entry) in the list
// of entries.
Dictionary<slang::Digest, LinkedNode<ShaderCacheEntry>*> keyToEntry;
// Linked list containing the entries stored in the shader cache in order
// of most to least recently used.
LinkedList<ShaderCacheEntry> entries;
// The underlying file system used for the shader cache.
ComPtr<ISlangMutableFileSystem> mutableShaderCacheFileSystem = nullptr;
};
}
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