forked from suyu/suyu
gl_shader_disk_cache: Use better compression for transferable and precompiled shader disk chache files
This commit is contained in:
parent
798d76f4c7
commit
74cee1b65d
3 changed files with 26 additions and 10 deletions
|
@ -4,14 +4,14 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include <lz4.h>
|
||||
#include <lz4hc.h>
|
||||
|
||||
#include "data_compression.h"
|
||||
|
||||
namespace Compression {
|
||||
|
||||
|
||||
std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size) {
|
||||
std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size,
|
||||
bool use_LZ4_high_compression) {
|
||||
if (source_size > LZ4_MAX_INPUT_SIZE) {
|
||||
// Source size exceeds LZ4 maximum input size
|
||||
return {};
|
||||
|
@ -19,9 +19,18 @@ std::vector<u8> CompressDataLZ4(const u8* 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);
|
||||
int compressed_size = 0;
|
||||
|
||||
if (use_LZ4_high_compression) {
|
||||
compressed_size = LZ4_compress_HC(reinterpret_cast<const char*>(source),
|
||||
reinterpret_cast<char*>(compressed.data()),
|
||||
source_size_int, max_compressed_size, LZ4HC_CLEVEL_MAX);
|
||||
} else {
|
||||
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 {};
|
||||
|
@ -30,7 +39,8 @@ std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size) {
|
|||
return compressed;
|
||||
}
|
||||
|
||||
std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size) {
|
||||
std::vector<u8> DecompressDataLZ4(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()),
|
||||
|
|
|
@ -10,7 +10,13 @@
|
|||
|
||||
namespace Compression {
|
||||
|
||||
std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size);
|
||||
// Compresses a source memory region with LZ4 and returns the compressed data in an vector. If
|
||||
// use_LZ4_high_compression is true, the LZ4 subalgortihmn LZ4HC is used with the highst possible
|
||||
// compression level. This results in a smaller compressed size, but requires more CPU time for
|
||||
// compression. Data compressed with LZ4HC can also be decompressed with the default LZ4
|
||||
// decompression function.
|
||||
std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size,
|
||||
bool use_LZ4_high_compression);
|
||||
|
||||
std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size);
|
||||
|
||||
|
|
|
@ -475,7 +475,7 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
|
|||
return;
|
||||
|
||||
const std::vector<u8> compressed_code{
|
||||
Compression::CompressDataLZ4(reinterpret_cast<const u8*>(code.data()), code.size())};
|
||||
Compression::CompressDataLZ4(reinterpret_cast<const u8*>(code.data()), code.size(), true)};
|
||||
if (compressed_code.empty()) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}",
|
||||
unique_identifier);
|
||||
|
@ -506,7 +506,7 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p
|
|||
glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
|
||||
|
||||
const std::vector<u8> compressed_binary =
|
||||
Compression::CompressDataLZ4(binary.data(), binary.size());
|
||||
Compression::CompressDataLZ4(binary.data(), binary.size(), true);
|
||||
|
||||
if (compressed_binary.empty()) {
|
||||
LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}",
|
||||
|
|
Loading…
Reference in a new issue