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gl_shader_disk_cache: Use better compression for transferable and precompiled shader disk chache files
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@ -4,14 +4,14 @@
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#pragma once
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#pragma once
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#include <lz4.h>
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#include <lz4hc.h>
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#include "data_compression.h"
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#include "data_compression.h"
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namespace Compression {
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namespace Compression {
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std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size,
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std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size) {
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bool use_LZ4_high_compression) {
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if (source_size > LZ4_MAX_INPUT_SIZE) {
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if (source_size > LZ4_MAX_INPUT_SIZE) {
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// Source size exceeds LZ4 maximum input size
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// Source size exceeds LZ4 maximum input size
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return {};
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return {};
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@ -19,9 +19,18 @@ std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size) {
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const auto source_size_int = static_cast<int>(source_size);
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const auto source_size_int = static_cast<int>(source_size);
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const int max_compressed_size = LZ4_compressBound(source_size_int);
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const int max_compressed_size = LZ4_compressBound(source_size_int);
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std::vector<u8> compressed(max_compressed_size);
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std::vector<u8> compressed(max_compressed_size);
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const int compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source),
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int compressed_size = 0;
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if (use_LZ4_high_compression) {
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compressed_size = LZ4_compress_HC(reinterpret_cast<const char*>(source),
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reinterpret_cast<char*>(compressed.data()),
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source_size_int, max_compressed_size, LZ4HC_CLEVEL_MAX);
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} else {
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compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source),
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reinterpret_cast<char*>(compressed.data()),
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reinterpret_cast<char*>(compressed.data()),
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source_size_int, max_compressed_size);
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source_size_int, max_compressed_size);
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}
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if (compressed_size <= 0) {
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if (compressed_size <= 0) {
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// Compression failed
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// Compression failed
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return {};
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return {};
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@ -30,7 +39,8 @@ std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size) {
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return compressed;
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return compressed;
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}
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}
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std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size) {
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std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed,
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std::size_t uncompressed_size) {
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std::vector<u8> uncompressed(uncompressed_size);
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std::vector<u8> uncompressed(uncompressed_size);
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const int size_check = LZ4_decompress_safe(reinterpret_cast<const char*>(compressed.data()),
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const int size_check = LZ4_decompress_safe(reinterpret_cast<const char*>(compressed.data()),
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reinterpret_cast<char*>(uncompressed.data()),
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reinterpret_cast<char*>(uncompressed.data()),
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@ -10,7 +10,13 @@
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namespace Compression {
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namespace Compression {
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std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size);
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// Compresses a source memory region with LZ4 and returns the compressed data in an vector. If
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// use_LZ4_high_compression is true, the LZ4 subalgortihmn LZ4HC is used with the highst possible
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// compression level. This results in a smaller compressed size, but requires more CPU time for
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// compression. Data compressed with LZ4HC can also be decompressed with the default LZ4
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// decompression function.
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std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size,
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bool use_LZ4_high_compression);
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std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size);
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std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size);
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@ -475,7 +475,7 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
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return;
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return;
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const std::vector<u8> compressed_code{
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const std::vector<u8> compressed_code{
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Compression::CompressDataLZ4(reinterpret_cast<const u8*>(code.data()), code.size())};
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Compression::CompressDataLZ4(reinterpret_cast<const u8*>(code.data()), code.size(), true)};
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if (compressed_code.empty()) {
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if (compressed_code.empty()) {
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LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}",
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LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}",
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unique_identifier);
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unique_identifier);
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@ -506,7 +506,7 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p
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glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
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glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
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const std::vector<u8> compressed_binary =
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const std::vector<u8> compressed_binary =
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Compression::CompressDataLZ4(binary.data(), binary.size());
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Compression::CompressDataLZ4(binary.data(), binary.size(), true);
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if (compressed_binary.empty()) {
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if (compressed_binary.empty()) {
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LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}",
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LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}",
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