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gl_shader_disk_cache: Add precompiled load

This commit is contained in:
ReinUsesLisp 2019-01-13 23:33:31 -03:00
parent 57fb15d2a3
commit a1faed9950
2 changed files with 45 additions and 0 deletions

View file

@ -121,6 +121,45 @@ bool ShaderDiskCacheOpenGL::LoadTransferable(std::vector<ShaderDiskCacheRaw>& ra
return true;
}
std::vector<ShaderDiskCachePrecompiledEntry> ShaderDiskCacheOpenGL::LoadPrecompiled() {
FileUtil::IOFile file(GetPrecompiledPath(), "rb");
if (!file.IsOpen()) {
LOG_INFO(Render_OpenGL, "No precompiled shader cache found for game with title id={}",
GetTitleID());
return {};
}
const u64 file_size = file.GetSize();
u64 precompiled_hash{};
file.ReadBytes(&precompiled_hash, sizeof(precompiled_hash));
if (precompiled_hash != PrecompiledHash) {
LOG_INFO(Render_OpenGL, "Precompiled cache is from another version of yuzu - removing");
file.Close();
InvalidatePrecompiled();
return {};
}
std::vector<ShaderDiskCachePrecompiledEntry> precompiled;
while (file.Tell() < file_size) {
ShaderDiskCachePrecompiledEntry entry;
file.ReadBytes(&entry.usage, sizeof(entry.usage));
file.ReadBytes(&entry.binary_format, sizeof(u32));
u32 binary_length{};
file.ReadBytes(&binary_length, sizeof(u32));
entry.binary.resize(binary_length);
file.ReadBytes(entry.binary.data(), entry.binary.size());
precompiled.push_back(entry);
}
return precompiled;
}
void ShaderDiskCacheOpenGL::InvalidatePrecompiled() const {
FileUtil::Delete(GetPrecompiledPath());
}
void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
const u64 id = entry.GetUniqueIdentifier();
if (transferable.find(id) != transferable.end()) {

View file

@ -144,6 +144,12 @@ public:
bool LoadTransferable(std::vector<ShaderDiskCacheRaw>& raws,
std::vector<ShaderDiskCacheUsage>& usages);
/// Loads current game's precompiled cache. Invalidates if emulator's version has changed.
std::vector<ShaderDiskCachePrecompiledEntry> LoadPrecompiled();
/// Removes the precompiled cache file.
void InvalidatePrecompiled() const;
/// Saves a raw dump to the transferable file. Checks for collisions.
void SaveRaw(const ShaderDiskCacheRaw& entry);