gl_shader_disk_cache: Compress precompiled shader cache file with Zstandard
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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; | ||||
|   | ||||
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