/*************************************************************************/ /* shader_cache_gles3.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef SHADER_CACHE_GLES3_H #define SHADER_CACHE_GLES3_H #include "core/local_vector.h" #include "core/reference.h" class DirAccess; class String; class ShaderCacheGLES3 { DirAccess *storage_da; String storage_path; uint64_t storage_size = 0; void _purge_excess(); public: static String hash_program(const char *const *p_platform_strings, const LocalVector &p_vertex_strings, const LocalVector &p_fragment_strings); bool retrieve(const String &p_program_hash, uint32_t *r_format, PoolByteArray *r_data); void store(const String &p_program_hash, uint32_t p_program_format, const PoolByteArray &p_program_data); void remove(const String &p_program_hash); ShaderCacheGLES3(); ~ShaderCacheGLES3(); }; #endif