gl_shader_disk_cache: Use Zstandard for compression
This commit is contained in:
parent
72477731ed
commit
35ebbbc167
1 changed files with 6 additions and 6 deletions
|
@ -10,7 +10,7 @@
|
||||||
#include "common/common_types.h"
|
#include "common/common_types.h"
|
||||||
#include "common/file_util.h"
|
#include "common/file_util.h"
|
||||||
#include "common/logging/log.h"
|
#include "common/logging/log.h"
|
||||||
#include "common/lz4_compression.h"
|
#include "common/zstd_compression.h"
|
||||||
#include "common/scm_rev.h"
|
#include "common/scm_rev.h"
|
||||||
|
|
||||||
#include "core/core.h"
|
#include "core/core.h"
|
||||||
|
@ -259,7 +259,7 @@ ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
|
|
||||||
dump.binary = Common::Compression::DecompressDataLZ4(compressed_binary, binary_length);
|
dump.binary = Common::Compression::DecompressDataZSTD(compressed_binary, binary_length);
|
||||||
if (dump.binary.empty()) {
|
if (dump.binary.empty()) {
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
|
@ -288,7 +288,7 @@ std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEn
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
|
|
||||||
const std::vector<u8> code = Common::Compression::DecompressDataLZ4(compressed_code, code_size);
|
const std::vector<u8> code = Common::Compression::DecompressDataZSTD(compressed_code, code_size);
|
||||||
if (code.empty()) {
|
if (code.empty()) {
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
|
@ -474,8 +474,8 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
|
||||||
if (!IsUsable())
|
if (!IsUsable())
|
||||||
return;
|
return;
|
||||||
|
|
||||||
const std::vector<u8> compressed_code{Common::Compression::CompressDataLZ4HC(
|
const std::vector<u8> compressed_code{Common::Compression::CompressDataZSTDDefault(
|
||||||
reinterpret_cast<const u8*>(code.data()), code.size(), 9)};
|
reinterpret_cast<const u8*>(code.data()), code.size())};
|
||||||
if (compressed_code.empty()) {
|
if (compressed_code.empty()) {
|
||||||
LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}",
|
LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}",
|
||||||
unique_identifier);
|
unique_identifier);
|
||||||
|
@ -506,7 +506,7 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p
|
||||||
glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
|
glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
|
||||||
|
|
||||||
const std::vector<u8> compressed_binary =
|
const std::vector<u8> compressed_binary =
|
||||||
Common::Compression::CompressDataLZ4HC(binary.data(), binary.size(), 9);
|
Common::Compression::CompressDataZSTDDefault(binary.data(), binary.size());
|
||||||
|
|
||||||
if (compressed_binary.empty()) {
|
if (compressed_binary.empty()) {
|
||||||
LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}",
|
LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}",
|
||||||
|
|
Loading…
Reference in a new issue