gl_shader_disk_cache: Remove per shader compression
This commit is contained in:
		| @@ -247,20 +247,12 @@ ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) { | ||||
|                 return {}; | ||||
|  | ||||
|             u32 binary_length{}; | ||||
|             u32 compressed_size{}; | ||||
|             if (file.ReadBytes(&binary_length, sizeof(u32)) != sizeof(u32) || | ||||
|                 file.ReadBytes(&compressed_size, sizeof(u32)) != sizeof(u32)) { | ||||
|             if (file.ReadBytes(&binary_length, sizeof(u32)) != sizeof(u32)) { | ||||
|                 return {}; | ||||
|             } | ||||
|  | ||||
|             std::vector<u8> compressed_binary(compressed_size); | ||||
|             if (file.ReadArray(compressed_binary.data(), compressed_binary.size()) != | ||||
|                 compressed_binary.size()) { | ||||
|                 return {}; | ||||
|             } | ||||
|  | ||||
|             dump.binary = Common::Compression::DecompressDataZSTD(compressed_binary); | ||||
|             if (dump.binary.empty()) { | ||||
|             dump.binary.resize(binary_length); | ||||
|             if (file.ReadArray(dump.binary.data(), binary_length) != binary_length) { | ||||
|                 return {}; | ||||
|             } | ||||
|  | ||||
| @@ -277,21 +269,15 @@ ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) { | ||||
| std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEntry( | ||||
|     FileUtil::IOFile& file) { | ||||
|     u32 code_size{}; | ||||
|     u32 compressed_code_size{}; | ||||
|     if (file.ReadBytes(&code_size, sizeof(u32)) != sizeof(u32) || | ||||
|         file.ReadBytes(&compressed_code_size, sizeof(u32)) != sizeof(u32)) { | ||||
|     if (file.ReadBytes(&code_size, sizeof(u32)) != sizeof(u32)) { | ||||
|         return {}; | ||||
|     } | ||||
|  | ||||
|     std::vector<u8> compressed_code(compressed_code_size); | ||||
|     if (file.ReadArray(compressed_code.data(), compressed_code.size()) != compressed_code.size()) { | ||||
|     std::vector<u8> code(code_size); | ||||
|     if (file.ReadArray(code.data(), code.size()) != code_size) { | ||||
|         return {}; | ||||
|     } | ||||
|  | ||||
|     const std::vector<u8> code = Common::Compression::DecompressDataZSTD(compressed_code); | ||||
|     if (code.empty()) { | ||||
|         return {}; | ||||
|     } | ||||
|     ShaderDiskCacheDecompiled entry; | ||||
|     entry.code = std::string(reinterpret_cast<const char*>(code.data()), code_size); | ||||
|  | ||||
| @@ -369,13 +355,11 @@ std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEn | ||||
|  | ||||
| bool ShaderDiskCacheOpenGL::SaveDecompiledFile(FileUtil::IOFile& file, u64 unique_identifier, | ||||
|                                                const std::string& code, | ||||
|                                                const std::vector<u8>& compressed_code, | ||||
|                                                const GLShader::ShaderEntries& entries) { | ||||
|     if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled)) != 1 || | ||||
|         file.WriteObject(unique_identifier) != 1 || | ||||
|         file.WriteObject(static_cast<u32>(code.size())) != 1 || | ||||
|         file.WriteObject(static_cast<u32>(compressed_code.size())) != 1 || | ||||
|         file.WriteArray(compressed_code.data(), compressed_code.size()) != compressed_code.size()) { | ||||
|         file.WriteArray(code.data(), code.size()) != code.size()) { | ||||
|         return false; | ||||
|     } | ||||
|  | ||||
| @@ -485,19 +469,12 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str | ||||
|     if (!IsUsable()) | ||||
|         return; | ||||
|  | ||||
|     const std::vector<u8> compressed_code{Common::Compression::CompressDataZSTDDefault( | ||||
|         reinterpret_cast<const u8*>(code.data()), code.size())}; | ||||
|     if (compressed_code.empty()) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}", | ||||
|                   unique_identifier); | ||||
|         return; | ||||
|     } | ||||
|  | ||||
|     FileUtil::IOFile file = AppendPrecompiledFile(); | ||||
|  | ||||
|     if (!file.IsOpen()) | ||||
|         return; | ||||
|  | ||||
|     if (!SaveDecompiledFile(file, unique_identifier, code, compressed_code, entries)) { | ||||
|     if (!SaveDecompiledFile(file, unique_identifier, code, entries)) { | ||||
|         LOG_ERROR(Render_OpenGL, | ||||
|                   "Failed to save decompiled entry to the precompiled file - removing"); | ||||
|         file.Close(); | ||||
| @@ -516,25 +493,15 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p | ||||
|     std::vector<u8> binary(binary_length); | ||||
|     glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data()); | ||||
|  | ||||
|     const std::vector<u8> compressed_binary = | ||||
|         Common::Compression::CompressDataZSTDDefault(binary.data(), binary.size()); | ||||
|  | ||||
|     if (compressed_binary.empty()) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}", | ||||
|                   usage.unique_identifier); | ||||
|         return; | ||||
|     } | ||||
|  | ||||
|     FileUtil::IOFile file = AppendPrecompiledFile(); | ||||
|  | ||||
|     if (!file.IsOpen()) | ||||
|         return; | ||||
|  | ||||
|     if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump)) != 1 || | ||||
|         file.WriteObject(usage) != 1 || file.WriteObject(static_cast<u32>(binary_format)) != 1 || | ||||
|         file.WriteObject(static_cast<u32>(binary_length)) != 1 || | ||||
|         file.WriteObject(static_cast<u32>(compressed_binary.size())) != 1 || | ||||
|         file.WriteArray(compressed_binary.data(), compressed_binary.size()) != | ||||
|             compressed_binary.size()) { | ||||
|         file.WriteArray(binary.data(), binary.size()) != binary_length) { | ||||
|         LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016x} - removing", | ||||
|                   usage.unique_identifier); | ||||
|         file.Close(); | ||||
|   | ||||
| @@ -201,7 +201,6 @@ private: | ||||
|  | ||||
|     /// Saves a decompiled entry to the passed file. Returns true on success. | ||||
|     bool SaveDecompiledFile(FileUtil::IOFile& file, u64 unique_identifier, const std::string& code, | ||||
|                             const std::vector<u8>& compressed_code, | ||||
|                             const GLShader::ShaderEntries& entries); | ||||
|  | ||||
|     /// Returns if the cache can be used | ||||
|   | ||||
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