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data_compression: Move LZ4 compression from video_core/gl_shader_disk_cache to common/data_compression
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@ -79,6 +79,8 @@ add_library(common STATIC
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common_funcs.h
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common_funcs.h
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common_paths.h
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common_paths.h
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common_types.h
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common_types.h
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data_compression.cpp
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data_compression.h
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file_util.cpp
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file_util.cpp
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file_util.h
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file_util.h
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hash.h
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hash.h
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@ -136,3 +138,4 @@ endif()
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create_target_directory_groups(common)
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create_target_directory_groups(common)
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target_link_libraries(common PUBLIC Boost::boost fmt microprofile)
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target_link_libraries(common PUBLIC Boost::boost fmt microprofile)
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target_link_libraries(common PRIVATE lz4_static)
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46
src/common/data_compression.cpp
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46
src/common/data_compression.cpp
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@ -0,0 +1,46 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <lz4.h>
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#include "data_compression.h"
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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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if (source_size > LZ4_MAX_INPUT_SIZE) {
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// Source size exceeds LZ4 maximum input size
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return {};
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}
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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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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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reinterpret_cast<char*>(compressed.data()),
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source_size_int, max_compressed_size);
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if (compressed_size <= 0) {
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// Compression failed
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return {};
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}
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compressed.resize(compressed_size);
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return compressed;
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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> uncompressed(uncompressed_size);
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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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static_cast<int>(compressed.size()),
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static_cast<int>(uncompressed.size()));
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if (static_cast<int>(uncompressed_size) != size_check) {
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// Decompression failed
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return {};
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}
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return uncompressed;
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}
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} // namespace Compression
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17
src/common/data_compression.h
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17
src/common/data_compression.h
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@ -0,0 +1,17 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <vector>
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#include "common/common_types.h"
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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> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size);
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} // namespace Compression
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@ -137,4 +137,4 @@ endif()
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create_target_directory_groups(video_core)
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create_target_directory_groups(video_core)
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target_link_libraries(video_core PUBLIC common core)
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target_link_libraries(video_core PUBLIC common core)
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target_link_libraries(video_core PRIVATE glad lz4_static)
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target_link_libraries(video_core PRIVATE glad)
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@ -4,11 +4,11 @@
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#include <cstring>
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#include <cstring>
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#include <fmt/format.h>
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#include <fmt/format.h>
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#include <lz4.h>
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#include "common/assert.h"
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#include "common/assert.h"
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#include "common/common_paths.h"
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#include "common/common_paths.h"
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "common/data_compression.h"
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#include "common/file_util.h"
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#include "common/file_util.h"
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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#include "common/scm_rev.h"
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@ -49,39 +49,6 @@ ShaderCacheVersionHash GetShaderCacheVersionHash() {
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return hash;
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return hash;
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}
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}
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template <typename T>
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std::vector<u8> CompressData(const T* source, std::size_t source_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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return {};
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}
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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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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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reinterpret_cast<char*>(compressed.data()),
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source_size_int, max_compressed_size);
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if (compressed_size <= 0) {
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// Compression failed
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return {};
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}
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compressed.resize(compressed_size);
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return compressed;
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}
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std::vector<u8> DecompressData(const std::vector<u8>& compressed, std::size_t 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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reinterpret_cast<char*>(uncompressed.data()),
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static_cast<int>(compressed.size()),
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static_cast<int>(uncompressed.size()));
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if (static_cast<int>(uncompressed_size) != size_check) {
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// Decompression failed
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return {};
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}
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return uncompressed;
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}
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} // namespace
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} // namespace
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ShaderDiskCacheRaw::ShaderDiskCacheRaw(u64 unique_identifier, Maxwell::ShaderProgram program_type,
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ShaderDiskCacheRaw::ShaderDiskCacheRaw(u64 unique_identifier, Maxwell::ShaderProgram program_type,
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@ -292,7 +259,7 @@ ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
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return {};
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return {};
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}
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}
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dump.binary = DecompressData(compressed_binary, binary_length);
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dump.binary = Compression::DecompressDataLZ4(compressed_binary, binary_length);
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if (dump.binary.empty()) {
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if (dump.binary.empty()) {
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return {};
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return {};
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}
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}
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@ -321,7 +288,7 @@ std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEn
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return {};
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return {};
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}
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}
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const std::vector<u8> code = DecompressData(compressed_code, code_size);
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const std::vector<u8> code = Compression::DecompressDataLZ4(compressed_code, code_size);
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if (code.empty()) {
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if (code.empty()) {
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return {};
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return {};
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}
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}
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@ -507,7 +474,8 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
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if (!IsUsable())
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if (!IsUsable())
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return;
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return;
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const std::vector<u8> compressed_code{CompressData(code.data(), code.size())};
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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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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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@ -537,7 +505,9 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p
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std::vector<u8> binary(binary_length);
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std::vector<u8> binary(binary_length);
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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 = CompressData(binary.data(), binary.size());
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const std::vector<u8> compressed_binary =
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Compression::CompressDataLZ4(binary.data(), binary.size());
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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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usage.unique_identifier);
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usage.unique_identifier);
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