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diff --git a/gfx/angle/checkout/src/libANGLE/MemoryShaderCache.h b/gfx/angle/checkout/src/libANGLE/MemoryShaderCache.h
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+//
+// 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
+{
+ public:
+ explicit MemoryShaderCache(egl::BlobCache &blobCache);
+ ~MemoryShaderCache();
+
+ // Helper method that serializes a shader.
+ angle::Result putShader(const Context *context,
+ const egl::BlobCache::Key &shaderHash,
+ const Shader *shader);
+
+ // Check the cache, and deserialize and load the shader if found. Evict existing hash if load
+ // fails.
+ angle::Result getShader(const Context *context,
+ Shader *shader,
+ const ShCompileOptions &compileOptions,
+ const ShCompilerInstance &compilerInstance,
+ egl::BlobCache::Key *hashOut);
+
+ // Empty the cache.
+ void clear();
+
+ // Returns the maximum cache size in bytes.
+ size_t maxSize() const;
+
+ private:
+ egl::BlobCache &mBlobCache;
+
+ std::mutex mHistogramMutex;
+};
+
+} // namespace gl
+
+#endif // LIBANGLE_MEMORY_SHADER_CACHE_H_