godot/drivers/gles3/shader_cache_gles3.h

59 lines
2.9 KiB
C++

/*************************************************************************/
/* 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<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