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