virtualx-engine/drivers/gles3/shader_cache_gles3.h
Pedro J. Estébanez 4c710780d4 Implement async shader compilation plus caching for GL ES 3
Async. compilation via ubershader is currently available in the scene and particles shaders only.

Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
2021-11-09 12:19:12 +01:00

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2.9 KiB
C++

/*************************************************************************/
/* shader_cache_gles3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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#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<const char *> &p_vertex_strings, const LocalVector<const char *> &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