forked from suyu/suyu
065867e2c2
* common: fs: fs_types: Create filesystem types Contains various filesystem types used by the Common::FS library * common: fs: fs_util: Add std::string to std::u8string conversion utility * common: fs: path_util: Add utlity functions for paths Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library * common: fs: file: Rewrite the IOFile implementation * common: fs: Reimplement Common::FS library using std::filesystem * common: fs: fs_paths: Add fs_paths to replace common_paths * common: fs: path_util: Add the rest of the path functions * common: Remove the previous Common::FS implementation * general: Remove unused fs includes * string_util: Remove unused function and include * nvidia_flags: Migrate to the new Common::FS library * settings: Migrate to the new Common::FS library * logging: backend: Migrate to the new Common::FS library * core: Migrate to the new Common::FS library * perf_stats: Migrate to the new Common::FS library * reporter: Migrate to the new Common::FS library * telemetry_session: Migrate to the new Common::FS library * key_manager: Migrate to the new Common::FS library * bis_factory: Migrate to the new Common::FS library * registered_cache: Migrate to the new Common::FS library * xts_archive: Migrate to the new Common::FS library * service: acc: Migrate to the new Common::FS library * applets/profile: Migrate to the new Common::FS library * applets/web: Migrate to the new Common::FS library * service: filesystem: Migrate to the new Common::FS library * loader: Migrate to the new Common::FS library * gl_shader_disk_cache: Migrate to the new Common::FS library * nsight_aftermath_tracker: Migrate to the new Common::FS library * vulkan_library: Migrate to the new Common::FS library * configure_debug: Migrate to the new Common::FS library * game_list_worker: Migrate to the new Common::FS library * config: Migrate to the new Common::FS library * configure_filesystem: Migrate to the new Common::FS library * configure_per_game_addons: Migrate to the new Common::FS library * configure_profile_manager: Migrate to the new Common::FS library * configure_ui: Migrate to the new Common::FS library * input_profiles: Migrate to the new Common::FS library * yuzu_cmd: config: Migrate to the new Common::FS library * yuzu_cmd: Migrate to the new Common::FS library * vfs_real: Migrate to the new Common::FS library * vfs: Migrate to the new Common::FS library * vfs_libzip: Migrate to the new Common::FS library * service: bcat: Migrate to the new Common::FS library * yuzu: main: Migrate to the new Common::FS library * vfs_real: Delete the contents of an existing file in CreateFile Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now. * input_profiles: Don't iterate the input profile dir if it does not exist Silences an error produced in the log if the directory does not exist. * game_list_worker: Skip parsing file if the returned VfsFile is nullptr Prevents crashes in GetLoader when the virtual file is nullptr * common: fs: Validate paths for path length * service: filesystem: Open the mod load directory as read only
482 lines
17 KiB
C++
482 lines
17 KiB
C++
// 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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#include <cstring>
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#include <fmt/format.h>
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/fs/file.h"
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#include "common/fs/fs.h"
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#include "common/fs/path_util.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/settings.h"
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#include "common/zstd_compression.h"
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#include "core/core.h"
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#include "core/hle/kernel/k_process.h"
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#include "video_core/engines/shader_type.h"
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#include "video_core/renderer_opengl/gl_shader_cache.h"
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#include "video_core/renderer_opengl/gl_shader_disk_cache.h"
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namespace OpenGL {
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using Tegra::Engines::ShaderType;
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using VideoCommon::Shader::BindlessSamplerMap;
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using VideoCommon::Shader::BoundSamplerMap;
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using VideoCommon::Shader::KeyMap;
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using VideoCommon::Shader::SeparateSamplerKey;
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using ShaderCacheVersionHash = std::array<u8, 64>;
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struct ConstBufferKey {
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u32 cbuf = 0;
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u32 offset = 0;
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u32 value = 0;
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};
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struct BoundSamplerEntry {
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u32 offset = 0;
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Tegra::Engines::SamplerDescriptor sampler;
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};
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struct SeparateSamplerEntry {
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u32 cbuf1 = 0;
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u32 cbuf2 = 0;
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u32 offset1 = 0;
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u32 offset2 = 0;
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Tegra::Engines::SamplerDescriptor sampler;
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};
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struct BindlessSamplerEntry {
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u32 cbuf = 0;
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u32 offset = 0;
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Tegra::Engines::SamplerDescriptor sampler;
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};
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namespace {
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constexpr u32 NativeVersion = 21;
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ShaderCacheVersionHash GetShaderCacheVersionHash() {
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ShaderCacheVersionHash hash{};
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const std::size_t length = std::min(std::strlen(Common::g_shader_cache_version), hash.size());
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std::memcpy(hash.data(), Common::g_shader_cache_version, length);
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return hash;
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}
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} // Anonymous namespace
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ShaderDiskCacheEntry::ShaderDiskCacheEntry() = default;
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ShaderDiskCacheEntry::~ShaderDiskCacheEntry() = default;
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bool ShaderDiskCacheEntry::Load(Common::FS::IOFile& file) {
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if (!file.ReadObject(type)) {
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return false;
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}
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u32 code_size;
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u32 code_size_b;
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if (!file.ReadObject(code_size) || !file.ReadObject(code_size_b)) {
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return false;
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}
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code.resize(code_size);
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code_b.resize(code_size_b);
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if (file.Read(code) != code_size) {
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return false;
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}
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if (HasProgramA() && file.Read(code_b) != code_size_b) {
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return false;
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}
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u8 is_texture_handler_size_known;
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u32 texture_handler_size_value;
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u32 num_keys;
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u32 num_bound_samplers;
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u32 num_separate_samplers;
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u32 num_bindless_samplers;
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if (!file.ReadObject(unique_identifier) || !file.ReadObject(bound_buffer) ||
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!file.ReadObject(is_texture_handler_size_known) ||
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!file.ReadObject(texture_handler_size_value) || !file.ReadObject(graphics_info) ||
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!file.ReadObject(compute_info) || !file.ReadObject(num_keys) ||
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!file.ReadObject(num_bound_samplers) || !file.ReadObject(num_separate_samplers) ||
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!file.ReadObject(num_bindless_samplers)) {
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return false;
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}
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if (is_texture_handler_size_known) {
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texture_handler_size = texture_handler_size_value;
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}
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std::vector<ConstBufferKey> flat_keys(num_keys);
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std::vector<BoundSamplerEntry> flat_bound_samplers(num_bound_samplers);
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std::vector<SeparateSamplerEntry> flat_separate_samplers(num_separate_samplers);
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std::vector<BindlessSamplerEntry> flat_bindless_samplers(num_bindless_samplers);
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if (file.Read(flat_keys) != flat_keys.size() ||
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file.Read(flat_bound_samplers) != flat_bound_samplers.size() ||
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file.Read(flat_separate_samplers) != flat_separate_samplers.size() ||
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file.Read(flat_bindless_samplers) != flat_bindless_samplers.size()) {
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return false;
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}
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for (const auto& entry : flat_keys) {
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keys.insert({{entry.cbuf, entry.offset}, entry.value});
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}
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for (const auto& entry : flat_bound_samplers) {
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bound_samplers.emplace(entry.offset, entry.sampler);
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}
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for (const auto& entry : flat_separate_samplers) {
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SeparateSamplerKey key;
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key.buffers = {entry.cbuf1, entry.cbuf2};
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key.offsets = {entry.offset1, entry.offset2};
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separate_samplers.emplace(key, entry.sampler);
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}
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for (const auto& entry : flat_bindless_samplers) {
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bindless_samplers.insert({{entry.cbuf, entry.offset}, entry.sampler});
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}
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return true;
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}
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bool ShaderDiskCacheEntry::Save(Common::FS::IOFile& file) const {
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if (!file.WriteObject(static_cast<u32>(type)) ||
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!file.WriteObject(static_cast<u32>(code.size())) ||
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!file.WriteObject(static_cast<u32>(code_b.size()))) {
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return false;
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}
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if (file.Write(code) != code.size()) {
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return false;
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}
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if (HasProgramA() && file.Write(code_b) != code_b.size()) {
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return false;
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}
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if (!file.WriteObject(unique_identifier) || !file.WriteObject(bound_buffer) ||
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!file.WriteObject(static_cast<u8>(texture_handler_size.has_value())) ||
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!file.WriteObject(texture_handler_size.value_or(0)) || !file.WriteObject(graphics_info) ||
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!file.WriteObject(compute_info) || !file.WriteObject(static_cast<u32>(keys.size())) ||
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!file.WriteObject(static_cast<u32>(bound_samplers.size())) ||
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!file.WriteObject(static_cast<u32>(separate_samplers.size())) ||
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!file.WriteObject(static_cast<u32>(bindless_samplers.size()))) {
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return false;
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}
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std::vector<ConstBufferKey> flat_keys;
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flat_keys.reserve(keys.size());
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for (const auto& [address, value] : keys) {
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flat_keys.push_back(ConstBufferKey{address.first, address.second, value});
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}
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std::vector<BoundSamplerEntry> flat_bound_samplers;
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flat_bound_samplers.reserve(bound_samplers.size());
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for (const auto& [address, sampler] : bound_samplers) {
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flat_bound_samplers.push_back(BoundSamplerEntry{address, sampler});
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}
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std::vector<SeparateSamplerEntry> flat_separate_samplers;
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flat_separate_samplers.reserve(separate_samplers.size());
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for (const auto& [key, sampler] : separate_samplers) {
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SeparateSamplerEntry entry;
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std::tie(entry.cbuf1, entry.cbuf2) = key.buffers;
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std::tie(entry.offset1, entry.offset2) = key.offsets;
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entry.sampler = sampler;
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flat_separate_samplers.push_back(entry);
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}
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std::vector<BindlessSamplerEntry> flat_bindless_samplers;
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flat_bindless_samplers.reserve(bindless_samplers.size());
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for (const auto& [address, sampler] : bindless_samplers) {
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flat_bindless_samplers.push_back(
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BindlessSamplerEntry{address.first, address.second, sampler});
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}
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return file.Write(flat_keys) == flat_keys.size() &&
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file.Write(flat_bound_samplers) == flat_bound_samplers.size() &&
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file.Write(flat_separate_samplers) == flat_separate_samplers.size() &&
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file.Write(flat_bindless_samplers) == flat_bindless_samplers.size();
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}
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ShaderDiskCacheOpenGL::ShaderDiskCacheOpenGL() = default;
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ShaderDiskCacheOpenGL::~ShaderDiskCacheOpenGL() = default;
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void ShaderDiskCacheOpenGL::BindTitleID(u64 title_id_) {
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title_id = title_id_;
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}
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std::optional<std::vector<ShaderDiskCacheEntry>> ShaderDiskCacheOpenGL::LoadTransferable() {
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// Skip games without title id
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const bool has_title_id = title_id != 0;
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if (!Settings::values.use_disk_shader_cache.GetValue() || !has_title_id) {
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return std::nullopt;
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}
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Common::FS::IOFile file{GetTransferablePath(), Common::FS::FileAccessMode::Read,
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Common::FS::FileType::BinaryFile};
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if (!file.IsOpen()) {
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LOG_INFO(Render_OpenGL, "No transferable shader cache found");
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is_usable = true;
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return std::nullopt;
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}
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u32 version{};
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if (!file.ReadObject(version)) {
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LOG_ERROR(Render_OpenGL, "Failed to get transferable cache version, skipping it");
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return std::nullopt;
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}
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if (version < NativeVersion) {
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LOG_INFO(Render_OpenGL, "Transferable shader cache is old, removing");
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file.Close();
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InvalidateTransferable();
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is_usable = true;
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return std::nullopt;
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}
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if (version > NativeVersion) {
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LOG_WARNING(Render_OpenGL, "Transferable shader cache was generated with a newer version "
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"of the emulator, skipping");
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return std::nullopt;
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}
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// Version is valid, load the shaders
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std::vector<ShaderDiskCacheEntry> entries;
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while (static_cast<u64>(file.Tell()) < file.GetSize()) {
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ShaderDiskCacheEntry& entry = entries.emplace_back();
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if (!entry.Load(file)) {
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LOG_ERROR(Render_OpenGL, "Failed to load transferable raw entry, skipping");
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return std::nullopt;
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}
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}
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is_usable = true;
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return {std::move(entries)};
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}
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std::vector<ShaderDiskCachePrecompiled> ShaderDiskCacheOpenGL::LoadPrecompiled() {
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if (!is_usable) {
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return {};
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}
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Common::FS::IOFile file{GetPrecompiledPath(), Common::FS::FileAccessMode::Read,
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Common::FS::FileType::BinaryFile};
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if (!file.IsOpen()) {
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LOG_INFO(Render_OpenGL, "No precompiled shader cache found");
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return {};
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}
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if (const auto result = LoadPrecompiledFile(file)) {
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return *result;
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}
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LOG_INFO(Render_OpenGL, "Failed to load precompiled cache");
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file.Close();
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InvalidatePrecompiled();
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return {};
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}
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std::optional<std::vector<ShaderDiskCachePrecompiled>> ShaderDiskCacheOpenGL::LoadPrecompiledFile(
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Common::FS::IOFile& file) {
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// Read compressed file from disk and decompress to virtual precompiled cache file
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std::vector<u8> compressed(file.GetSize());
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if (file.Read(compressed) != file.GetSize()) {
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return std::nullopt;
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}
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const std::vector<u8> decompressed = Common::Compression::DecompressDataZSTD(compressed);
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SaveArrayToPrecompiled(decompressed.data(), decompressed.size());
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precompiled_cache_virtual_file_offset = 0;
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ShaderCacheVersionHash file_hash{};
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if (!LoadArrayFromPrecompiled(file_hash.data(), file_hash.size())) {
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precompiled_cache_virtual_file_offset = 0;
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return std::nullopt;
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}
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if (GetShaderCacheVersionHash() != file_hash) {
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LOG_INFO(Render_OpenGL, "Precompiled cache is from another version of the emulator");
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precompiled_cache_virtual_file_offset = 0;
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return std::nullopt;
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}
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std::vector<ShaderDiskCachePrecompiled> entries;
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while (precompiled_cache_virtual_file_offset < precompiled_cache_virtual_file.GetSize()) {
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u32 binary_size;
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auto& entry = entries.emplace_back();
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if (!LoadObjectFromPrecompiled(entry.unique_identifier) ||
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!LoadObjectFromPrecompiled(entry.binary_format) ||
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!LoadObjectFromPrecompiled(binary_size)) {
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return std::nullopt;
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}
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entry.binary.resize(binary_size);
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if (!LoadArrayFromPrecompiled(entry.binary.data(), entry.binary.size())) {
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return std::nullopt;
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}
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}
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return entries;
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}
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void ShaderDiskCacheOpenGL::InvalidateTransferable() {
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if (!Common::FS::RemoveFile(GetTransferablePath())) {
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LOG_ERROR(Render_OpenGL, "Failed to invalidate transferable file={}",
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Common::FS::PathToUTF8String(GetTransferablePath()));
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}
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InvalidatePrecompiled();
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}
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void ShaderDiskCacheOpenGL::InvalidatePrecompiled() {
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// Clear virtaul precompiled cache file
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precompiled_cache_virtual_file.Resize(0);
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if (!Common::FS::RemoveFile(GetPrecompiledPath())) {
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LOG_ERROR(Render_OpenGL, "Failed to invalidate precompiled file={}",
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Common::FS::PathToUTF8String(GetPrecompiledPath()));
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}
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}
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void ShaderDiskCacheOpenGL::SaveEntry(const ShaderDiskCacheEntry& entry) {
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if (!is_usable) {
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return;
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}
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const u64 id = entry.unique_identifier;
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if (stored_transferable.contains(id)) {
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// The shader already exists
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return;
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}
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Common::FS::IOFile file = AppendTransferableFile();
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if (!file.IsOpen()) {
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return;
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}
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if (!entry.Save(file)) {
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LOG_ERROR(Render_OpenGL, "Failed to save raw transferable cache entry, removing");
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file.Close();
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InvalidateTransferable();
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return;
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}
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stored_transferable.insert(id);
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}
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void ShaderDiskCacheOpenGL::SavePrecompiled(u64 unique_identifier, GLuint program) {
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if (!is_usable) {
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return;
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}
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// TODO(Rodrigo): This is a design smell. I shouldn't be having to manually write the header
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// when writing the dump. This should be done the moment I get access to write to the virtual
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// file.
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if (precompiled_cache_virtual_file.GetSize() == 0) {
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SavePrecompiledHeaderToVirtualPrecompiledCache();
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}
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GLint binary_length;
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glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length);
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GLenum binary_format;
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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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if (!SaveObjectToPrecompiled(unique_identifier) || !SaveObjectToPrecompiled(binary_format) ||
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!SaveObjectToPrecompiled(static_cast<u32>(binary.size())) ||
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!SaveArrayToPrecompiled(binary.data(), binary.size())) {
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LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016X}, removing",
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unique_identifier);
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InvalidatePrecompiled();
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}
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}
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Common::FS::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const {
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if (!EnsureDirectories()) {
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return {};
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}
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const auto transferable_path{GetTransferablePath()};
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const bool existed = Common::FS::Exists(transferable_path);
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Common::FS::IOFile file{transferable_path, Common::FS::FileAccessMode::Append,
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Common::FS::FileType::BinaryFile};
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if (!file.IsOpen()) {
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LOG_ERROR(Render_OpenGL, "Failed to open transferable cache in path={}",
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Common::FS::PathToUTF8String(transferable_path));
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return {};
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}
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if (!existed || file.GetSize() == 0) {
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// If the file didn't exist, write its version
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if (!file.WriteObject(NativeVersion)) {
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LOG_ERROR(Render_OpenGL, "Failed to write transferable cache version in path={}",
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Common::FS::PathToUTF8String(transferable_path));
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return {};
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}
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}
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return file;
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}
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void ShaderDiskCacheOpenGL::SavePrecompiledHeaderToVirtualPrecompiledCache() {
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const auto hash{GetShaderCacheVersionHash()};
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if (!SaveArrayToPrecompiled(hash.data(), hash.size())) {
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LOG_ERROR(
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Render_OpenGL,
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"Failed to write precompiled cache version hash to virtual precompiled cache file");
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}
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}
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void ShaderDiskCacheOpenGL::SaveVirtualPrecompiledFile() {
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precompiled_cache_virtual_file_offset = 0;
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const std::vector<u8> uncompressed = precompiled_cache_virtual_file.ReadAllBytes();
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const std::vector<u8> compressed =
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Common::Compression::CompressDataZSTDDefault(uncompressed.data(), uncompressed.size());
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const auto precompiled_path = GetPrecompiledPath();
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Common::FS::IOFile file{precompiled_path, Common::FS::FileAccessMode::Write,
|
|
Common::FS::FileType::BinaryFile};
|
|
|
|
if (!file.IsOpen()) {
|
|
LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}",
|
|
Common::FS::PathToUTF8String(precompiled_path));
|
|
return;
|
|
}
|
|
if (file.Write(compressed) != compressed.size()) {
|
|
LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}",
|
|
Common::FS::PathToUTF8String(precompiled_path));
|
|
}
|
|
}
|
|
|
|
bool ShaderDiskCacheOpenGL::EnsureDirectories() const {
|
|
const auto CreateDir = [](const std::filesystem::path& dir) {
|
|
if (!Common::FS::CreateDir(dir)) {
|
|
LOG_ERROR(Render_OpenGL, "Failed to create directory={}",
|
|
Common::FS::PathToUTF8String(dir));
|
|
return false;
|
|
}
|
|
return true;
|
|
};
|
|
|
|
return CreateDir(Common::FS::GetYuzuPath(Common::FS::YuzuPath::ShaderDir)) &&
|
|
CreateDir(GetBaseDir()) && CreateDir(GetTransferableDir()) &&
|
|
CreateDir(GetPrecompiledDir());
|
|
}
|
|
|
|
std::filesystem::path ShaderDiskCacheOpenGL::GetTransferablePath() const {
|
|
return GetTransferableDir() / fmt::format("{}.bin", GetTitleID());
|
|
}
|
|
|
|
std::filesystem::path ShaderDiskCacheOpenGL::GetPrecompiledPath() const {
|
|
return GetPrecompiledDir() / fmt::format("{}.bin", GetTitleID());
|
|
}
|
|
|
|
std::filesystem::path ShaderDiskCacheOpenGL::GetTransferableDir() const {
|
|
return GetBaseDir() / "transferable";
|
|
}
|
|
|
|
std::filesystem::path ShaderDiskCacheOpenGL::GetPrecompiledDir() const {
|
|
return GetBaseDir() / "precompiled";
|
|
}
|
|
|
|
std::filesystem::path ShaderDiskCacheOpenGL::GetBaseDir() const {
|
|
return Common::FS::GetYuzuPath(Common::FS::YuzuPath::ShaderDir) / "opengl";
|
|
}
|
|
|
|
std::string ShaderDiskCacheOpenGL::GetTitleID() const {
|
|
return fmt::format("{:016X}", title_id);
|
|
}
|
|
|
|
} // namespace OpenGL
|