gl_shader_disk_cache: Compress GLSL code using LZ4
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		| @@ -104,4 +104,4 @@ add_library(video_core STATIC | ||||
| create_target_directory_groups(video_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 | ||||
|  | ||||
| #include <cstring> | ||||
|  | ||||
| #include <fmt/format.h> | ||||
| #include <lz4.h> | ||||
|  | ||||
| #include "common/assert.h" | ||||
| #include "common/common_paths.h" | ||||
| @@ -51,6 +51,35 @@ std::string GetShaderHash() { | ||||
|     std::strncpy(hash.data(), Common::g_shader_cache_version, ShaderHashSize); | ||||
|     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 | ||||
|  | ||||
| ShaderDiskCacheRaw::ShaderDiskCacheRaw(FileUtil::IOFile& file) { | ||||
| @@ -175,10 +204,24 @@ bool ShaderDiskCacheOpenGL::LoadPrecompiled( | ||||
|             file.ReadBytes(&unique_identifier, sizeof(u64)); | ||||
|  | ||||
|             u32 code_size{}; | ||||
|             u32 compressed_code_size{}; | ||||
|             file.ReadBytes(&code_size, sizeof(u32)); | ||||
|             std::vector<u8> code(code_size); | ||||
|             file.ReadArray(code.data(), code.size()); | ||||
|             entry.code = std::string(reinterpret_cast<char*>(code.data()), code_size); | ||||
|             file.ReadBytes(&compressed_code_size, sizeof(u32)); | ||||
|  | ||||
|             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{}; | ||||
|             file.ReadBytes(&const_buffers_count, sizeof(u32)); | ||||
| @@ -321,12 +364,20 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str | ||||
|         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(unique_identifier); | ||||
|  | ||||
|     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())); | ||||
|     for (const auto& cbuf : entries.const_buffers) { | ||||
|   | ||||
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