gl_shader_disk_cache: Compress GLSL code using LZ4

This commit is contained in:
ReinUsesLisp 2019-01-15 01:48:29 -03:00
parent cfb20c4c9d
commit f087639e4a
2 changed files with 57 additions and 6 deletions

View file

@ -104,4 +104,4 @@ add_library(video_core STATIC
create_target_directory_groups(video_core)
target_link_libraries(video_core PUBLIC common core)
target_link_libraries(video_core PRIVATE glad)
target_link_libraries(video_core PRIVATE glad lz4_static)

View file

@ -5,8 +5,8 @@
#pragma once
#include <cstring>
#include <fmt/format.h>
#include <lz4.h>
#include "common/assert.h"
#include "common/common_paths.h"
@ -51,6 +51,35 @@ std::string GetShaderHash() {
std::strncpy(hash.data(), Common::g_shader_cache_version, ShaderHashSize);
return std::string(hash.data());
}
template <typename T>
std::vector<u8> CompressData(const T* 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);
if (compressed_size < 0) {
// Compression failed
return {};
}
compressed.resize(compressed_size);
return compressed;
}
std::vector<u8> DecompressData(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()),
static_cast<int>(compressed.size()),
static_cast<int>(uncompressed.size()));
if (static_cast<int>(uncompressed_size) != size_check) {
// Decompression failed
return {};
}
return uncompressed;
}
} // namespace
ShaderDiskCacheRaw::ShaderDiskCacheRaw(FileUtil::IOFile& file) {
@ -175,10 +204,24 @@ bool ShaderDiskCacheOpenGL::LoadPrecompiled(
file.ReadBytes(&unique_identifier, sizeof(u64));
u32 code_size{};
u32 compressed_code_size{};
file.ReadBytes(&code_size, sizeof(u32));
std::vector<u8> code(code_size);
file.ReadArray(code.data(), code.size());
entry.code = std::string(reinterpret_cast<char*>(code.data()), code_size);
file.ReadBytes(&compressed_code_size, sizeof(u32));
std::vector<u8> compressed_code(compressed_code_size);
file.ReadArray(compressed_code.data(), compressed_code.size());
const std::vector<u8> code = DecompressData(compressed_code, code_size);
if (code.empty()) {
LOG_ERROR(Render_OpenGL,
"Failed to decompress GLSL code in precompiled shader={:016x} - removing",
unique_identifier);
InvalidatePrecompiled();
dumps.clear();
decompiled.clear();
return false;
}
entry.code = std::string(reinterpret_cast<const char*>(code.data()), code_size);
u32 const_buffers_count{};
file.ReadBytes(&const_buffers_count, sizeof(u32));
@ -321,12 +364,20 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
return;
}
const std::vector<u8> compressed_code{CompressData(code.data(), code.size())};
if (compressed_code.empty()) {
LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}",
unique_identifier);
return;
}
file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled));
file.WriteObject(unique_identifier);
file.WriteObject(static_cast<u32>(code.size()));
file.WriteArray(code.data(), code.size());
file.WriteObject(static_cast<u32>(compressed_code.size()));
file.WriteArray(compressed_code.data(), compressed_code.size());
file.WriteObject(static_cast<u32>(entries.const_buffers.size()));
for (const auto& cbuf : entries.const_buffers) {