mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-11-23 01:55:45 +01:00
gl_shader_disk_cache: Compress GLSL code using LZ4
This commit is contained in:
parent
cfb20c4c9d
commit
f087639e4a
@ -104,4 +104,4 @@ add_library(video_core STATIC
|
|||||||
create_target_directory_groups(video_core)
|
create_target_directory_groups(video_core)
|
||||||
|
|
||||||
target_link_libraries(video_core PUBLIC common core)
|
target_link_libraries(video_core PUBLIC common core)
|
||||||
target_link_libraries(video_core PRIVATE glad)
|
target_link_libraries(video_core PRIVATE glad lz4_static)
|
||||||
|
@ -5,8 +5,8 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <cstring>
|
#include <cstring>
|
||||||
|
|
||||||
#include <fmt/format.h>
|
#include <fmt/format.h>
|
||||||
|
#include <lz4.h>
|
||||||
|
|
||||||
#include "common/assert.h"
|
#include "common/assert.h"
|
||||||
#include "common/common_paths.h"
|
#include "common/common_paths.h"
|
||||||
@ -51,6 +51,35 @@ std::string GetShaderHash() {
|
|||||||
std::strncpy(hash.data(), Common::g_shader_cache_version, ShaderHashSize);
|
std::strncpy(hash.data(), Common::g_shader_cache_version, ShaderHashSize);
|
||||||
return std::string(hash.data());
|
return std::string(hash.data());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template <typename T>
|
||||||
|
std::vector<u8> CompressData(const T* source, std::size_t source_size) {
|
||||||
|
const auto source_size_int = static_cast<int>(source_size);
|
||||||
|
const int max_compressed_size = LZ4_compressBound(source_size_int);
|
||||||
|
std::vector<u8> compressed(max_compressed_size);
|
||||||
|
const int compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source),
|
||||||
|
reinterpret_cast<char*>(compressed.data()),
|
||||||
|
source_size_int, max_compressed_size);
|
||||||
|
if (compressed_size < 0) {
|
||||||
|
// Compression failed
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
compressed.resize(compressed_size);
|
||||||
|
return compressed;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<u8> DecompressData(const std::vector<u8>& compressed, std::size_t uncompressed_size) {
|
||||||
|
std::vector<u8> uncompressed(uncompressed_size);
|
||||||
|
const int size_check = LZ4_decompress_safe(reinterpret_cast<const char*>(compressed.data()),
|
||||||
|
reinterpret_cast<char*>(uncompressed.data()),
|
||||||
|
static_cast<int>(compressed.size()),
|
||||||
|
static_cast<int>(uncompressed.size()));
|
||||||
|
if (static_cast<int>(uncompressed_size) != size_check) {
|
||||||
|
// Decompression failed
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
return uncompressed;
|
||||||
|
}
|
||||||
} // namespace
|
} // namespace
|
||||||
|
|
||||||
ShaderDiskCacheRaw::ShaderDiskCacheRaw(FileUtil::IOFile& file) {
|
ShaderDiskCacheRaw::ShaderDiskCacheRaw(FileUtil::IOFile& file) {
|
||||||
@ -175,10 +204,24 @@ bool ShaderDiskCacheOpenGL::LoadPrecompiled(
|
|||||||
file.ReadBytes(&unique_identifier, sizeof(u64));
|
file.ReadBytes(&unique_identifier, sizeof(u64));
|
||||||
|
|
||||||
u32 code_size{};
|
u32 code_size{};
|
||||||
|
u32 compressed_code_size{};
|
||||||
file.ReadBytes(&code_size, sizeof(u32));
|
file.ReadBytes(&code_size, sizeof(u32));
|
||||||
std::vector<u8> code(code_size);
|
file.ReadBytes(&compressed_code_size, sizeof(u32));
|
||||||
file.ReadArray(code.data(), code.size());
|
|
||||||
entry.code = std::string(reinterpret_cast<char*>(code.data()), code_size);
|
std::vector<u8> compressed_code(compressed_code_size);
|
||||||
|
file.ReadArray(compressed_code.data(), compressed_code.size());
|
||||||
|
|
||||||
|
const std::vector<u8> code = DecompressData(compressed_code, code_size);
|
||||||
|
if (code.empty()) {
|
||||||
|
LOG_ERROR(Render_OpenGL,
|
||||||
|
"Failed to decompress GLSL code in precompiled shader={:016x} - removing",
|
||||||
|
unique_identifier);
|
||||||
|
InvalidatePrecompiled();
|
||||||
|
dumps.clear();
|
||||||
|
decompiled.clear();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
entry.code = std::string(reinterpret_cast<const char*>(code.data()), code_size);
|
||||||
|
|
||||||
u32 const_buffers_count{};
|
u32 const_buffers_count{};
|
||||||
file.ReadBytes(&const_buffers_count, sizeof(u32));
|
file.ReadBytes(&const_buffers_count, sizeof(u32));
|
||||||
@ -321,12 +364,20 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const std::vector<u8> compressed_code{CompressData(code.data(), code.size())};
|
||||||
|
if (compressed_code.empty()) {
|
||||||
|
LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}",
|
||||||
|
unique_identifier);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled));
|
file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled));
|
||||||
|
|
||||||
file.WriteObject(unique_identifier);
|
file.WriteObject(unique_identifier);
|
||||||
|
|
||||||
file.WriteObject(static_cast<u32>(code.size()));
|
file.WriteObject(static_cast<u32>(code.size()));
|
||||||
file.WriteArray(code.data(), code.size());
|
file.WriteObject(static_cast<u32>(compressed_code.size()));
|
||||||
|
file.WriteArray(compressed_code.data(), compressed_code.size());
|
||||||
|
|
||||||
file.WriteObject(static_cast<u32>(entries.const_buffers.size()));
|
file.WriteObject(static_cast<u32>(entries.const_buffers.size()));
|
||||||
for (const auto& cbuf : entries.const_buffers) {
|
for (const auto& cbuf : entries.const_buffers) {
|
||||||
|
Loading…
Reference in New Issue
Block a user