/* * Copyright (C) 2017 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "ShaderCache.h" #include <algorithm> #include <log/log.h> #include <thread> #include "FileBlobCache.h" #include "Properties.h" #include "utils/TraceUtils.h" namespace android { namespace uirenderer { namespace skiapipeline { // Cache size limits. static const size_t maxKeySize = 1024; static const size_t maxValueSize = 64 * 1024; static const size_t maxTotalSize = 512 * 1024; ShaderCache::ShaderCache() { // There is an "incomplete FileBlobCache type" compilation error, if ctor is moved to header. } ShaderCache ShaderCache::sCache; ShaderCache& ShaderCache::get() { return sCache; } void ShaderCache::initShaderDiskCache() { ATRACE_NAME("initShaderDiskCache"); std::lock_guard<std::mutex> lock(mMutex); // Emulators can switch between different renders either as part of config // or snapshot migration. Also, program binaries may not work well on some // desktop / laptop GPUs. Thus, disable the shader disk cache for emulator builds. if (!Properties::runningInEmulator && mFilename.length() > 0) { mBlobCache.reset(new FileBlobCache(maxKeySize, maxValueSize, maxTotalSize, mFilename)); mInitialized = true; } } void ShaderCache::setFilename(const char* filename) { std::lock_guard<std::mutex> lock(mMutex); mFilename = filename; } BlobCache* ShaderCache::getBlobCacheLocked() { LOG_ALWAYS_FATAL_IF(!mInitialized, "ShaderCache has not been initialized"); return mBlobCache.get(); } sk_sp<SkData> ShaderCache::load(const SkData& key) { ATRACE_NAME("ShaderCache::load"); size_t keySize = key.size(); std::lock_guard<std::mutex> lock(mMutex); if (!mInitialized) { return nullptr; } // mObservedBlobValueSize is reasonably big to avoid memory reallocation // Allocate a buffer with malloc. SkData takes ownership of that allocation and will call free. void* valueBuffer = malloc(mObservedBlobValueSize); if (!valueBuffer) { return nullptr; } BlobCache* bc = getBlobCacheLocked(); size_t valueSize = bc->get(key.data(), keySize, valueBuffer, mObservedBlobValueSize); int maxTries = 3; while (valueSize > mObservedBlobValueSize && maxTries > 0) { mObservedBlobValueSize = std::min(valueSize, maxValueSize); void *newValueBuffer = realloc(valueBuffer, mObservedBlobValueSize); if (!newValueBuffer) { free(valueBuffer); return nullptr; } valueBuffer = newValueBuffer; valueSize = bc->get(key.data(), keySize, valueBuffer, mObservedBlobValueSize); maxTries--; } if (!valueSize) { free(valueBuffer); return nullptr; } if (valueSize > mObservedBlobValueSize) { ALOGE("ShaderCache::load value size is too big %d", (int) valueSize); free(valueBuffer); return nullptr; } return SkData::MakeFromMalloc(valueBuffer, valueSize); } void ShaderCache::store(const SkData& key, const SkData& data) { ATRACE_NAME("ShaderCache::store"); std::lock_guard<std::mutex> lock(mMutex); if (!mInitialized) { return; } size_t valueSize = data.size(); size_t keySize = key.size(); if (keySize == 0 || valueSize == 0 || valueSize >= maxValueSize) { ALOGW("ShaderCache::store: sizes %d %d not allowed", (int)keySize, (int)valueSize); return; } const void* value = data.data(); BlobCache* bc = getBlobCacheLocked(); bc->set(key.data(), keySize, value, valueSize); if (!mSavePending && mDeferredSaveDelay > 0) { mSavePending = true; std::thread deferredSaveThread([this]() { sleep(mDeferredSaveDelay); std::lock_guard<std::mutex> lock(mMutex); ATRACE_NAME("ShaderCache::saveToDisk"); if (mInitialized && mBlobCache) { mBlobCache->writeToFile(); } mSavePending = false; }); deferredSaveThread.detach(); } } } /* namespace skiapipeline */ } /* namespace uirenderer */ } /* namespace android */