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gl_shader_disk_cache: Add transferable load

This commit is contained in:
ReinUsesLisp 2019-01-13 23:30:37 -03:00
parent b1efceec89
commit 3435cd8d5e
2 changed files with 56 additions and 0 deletions

View file

@ -66,6 +66,58 @@ void ShaderDiskCacheRaw::Save(FileUtil::IOFile& file) const {
}
}
bool ShaderDiskCacheOpenGL::LoadTransferable(std::vector<ShaderDiskCacheRaw>& raws,
std::vector<ShaderDiskCacheUsage>& usages) {
FileUtil::IOFile file(GetTransferablePath(), "rb");
if (!file.IsOpen()) {
LOG_INFO(Render_OpenGL, "No transferable shader cache found for game with title id={}",
GetTitleID());
return false;
}
const u64 file_size = file.GetSize();
u32 version{};
file.ReadBytes(&version, sizeof(version));
if (version < NativeVersion) {
LOG_INFO(Render_OpenGL, "Transferable shader cache is old - removing");
file.Close();
FileUtil::Delete(GetTransferablePath());
return false;
}
if (version > NativeVersion) {
LOG_WARNING(Render_OpenGL, "Transferable shader cache was generated with a newer version "
"of the emulator - skipping");
return false;
}
// Version is valid, load the shaders
while (file.Tell() < file_size) {
EntryKind kind{};
file.ReadBytes(&kind, sizeof(u32));
switch (kind) {
case EntryKind::Raw: {
ShaderDiskCacheRaw entry{file};
transferable.insert({entry.GetUniqueIdentifier(), {}});
raws.push_back(std::move(entry));
break;
}
case EntryKind::Usage: {
ShaderDiskCacheUsage usage{};
file.ReadBytes(&usage, sizeof(usage));
usages.push_back(std::move(usage));
break;
}
default:
LOG_ERROR(Render_OpenGL, "Unknown transferable shader cache entry kind={} - aborting",
static_cast<u32>(kind));
return false;
}
}
return true;
}
void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
const u64 id = entry.GetUniqueIdentifier();
if (transferable.find(id) != transferable.end()) {

View file

@ -132,6 +132,10 @@ public:
class ShaderDiskCacheOpenGL {
public:
/// Loads transferable cache. If file has a old version, it deletes it. Returns true on success.
bool LoadTransferable(std::vector<ShaderDiskCacheRaw>& raws,
std::vector<ShaderDiskCacheUsage>& usages);
/// Saves a raw dump to the transferable file. Checks for collisions.
void SaveRaw(const ShaderDiskCacheRaw& entry);