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gl_shader_disk_cache: Compress precompiled shader cache file with Zstandard

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unknown 2019-02-10 16:38:34 +01:00 committed by FreddyFunk
parent 9db2c734c9
commit 3091b40691

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@ -11,6 +11,7 @@
#include "common/file_util.h"
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "common/zstd_compression.h"
#include "core/core.h"
#include "core/hle/kernel/process.h"
@ -209,9 +210,11 @@ ShaderDiskCacheOpenGL::LoadPrecompiled() {
std::optional<std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>,
std::unordered_map<ShaderDiskCacheUsage, ShaderDiskCacheDump>>>
ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
std::vector<u8> precompiled_cache(file.GetSize());
file.ReadBytes(precompiled_cache.data(), precompiled_cache.size());
SaveArrayToPrecompiled(precompiled_cache.data(), precompiled_cache.size());
// Read compressed file from disk and decompress to virtual precompiled cache file
std::vector<u8> compressed(file.GetSize());
file.ReadBytes(compressed.data(), compressed.size());
const std::vector<u8> decompressed = Common::Compression::DecompressDataZSTD(compressed);
SaveArrayToPrecompiled(decompressed.data(), decompressed.size());
precompiled_cache_virtual_file_offset = 0;
ShaderCacheVersionHash file_hash{};
@ -564,7 +567,9 @@ void ShaderDiskCacheOpenGL::SavePrecompiledHeaderToVirtualPrecompiledCache() {
void ShaderDiskCacheOpenGL::SaveVirtualPrecompiledFile() {
precompiled_cache_virtual_file_offset = 0;
const std::vector<u8>& precompiled_cache = precompiled_cache_virtual_file.ReadAllBytes();
const std::vector<u8>& uncompressed = precompiled_cache_virtual_file.ReadAllBytes();
const std::vector<u8>& compressed =
Common::Compression::CompressDataZSTDDefault(uncompressed.data(), uncompressed.size());
const auto precompiled_path{GetPrecompiledPath()};
FileUtil::IOFile file(precompiled_path, "wb");
@ -573,8 +578,7 @@ void ShaderDiskCacheOpenGL::SaveVirtualPrecompiledFile() {
LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", precompiled_path);
return;
}
if (file.WriteBytes(precompiled_cache.data(), precompiled_cache.size()) !=
precompiled_cache.size()) {
if (file.WriteBytes(compressed.data(), compressed.size()) != compressed.size()) {
LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}",
precompiled_path);
return;