// // Copyright 2022 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // MemoryShaderCache: Stores compiled shaders in memory so they don't // always have to be re-compiled. Can be used in conjunction with the platform // layer to warm up the cache from disk. #ifndef LIBANGLE_MEMORY_SHADER_CACHE_H_ #define LIBANGLE_MEMORY_SHADER_CACHE_H_ #include <array> #include "GLSLANG/ShaderLang.h" #include "common/MemoryBuffer.h" #include "libANGLE/BlobCache.h" #include "libANGLE/Error.h" namespace gl { class Context; class Shader; class ShaderState; class ShCompilerInstance; class MemoryShaderCache final : angle::NonCopyable { … }; } // namespace gl #endif // LIBANGLE_MEMORY_SHADER_CACHE_H_