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gl_shader_disk_cache: Properly ignore existing cache
Previously old entries where appended to the file even if the shader cache was ignored at boot. Address that issue.
This commit is contained in:
parent
deecd7f074
commit
58b597c5ec
2 changed files with 17 additions and 16 deletions
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@ -112,14 +112,15 @@ std::optional<std::pair<std::vector<ShaderDiskCacheRaw>, std::vector<ShaderDiskC
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ShaderDiskCacheOpenGL::LoadTransferable() {
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// Skip games without title id
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const bool has_title_id = system.CurrentProcess()->GetTitleID() != 0;
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if (!Settings::values.use_disk_shader_cache || !has_title_id)
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if (!Settings::values.use_disk_shader_cache || !has_title_id) {
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return {};
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tried_to_load = true;
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}
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FileUtil::IOFile file(GetTransferablePath(), "rb");
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if (!file.IsOpen()) {
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LOG_INFO(Render_OpenGL, "No transferable shader cache found for game with title id={}",
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GetTitleID());
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is_usable = true;
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return {};
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}
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@ -135,6 +136,7 @@ ShaderDiskCacheOpenGL::LoadTransferable() {
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LOG_INFO(Render_OpenGL, "Transferable shader cache is old - removing");
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file.Close();
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InvalidateTransferable();
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is_usable = true;
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return {};
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}
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if (version > NativeVersion) {
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@ -180,13 +182,15 @@ ShaderDiskCacheOpenGL::LoadTransferable() {
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}
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}
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return {{raws, usages}};
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is_usable = true;
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return {{std::move(raws), std::move(usages)}};
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}
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std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>, ShaderDumpsMap>
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ShaderDiskCacheOpenGL::LoadPrecompiled() {
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if (!IsUsable())
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if (!is_usable) {
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return {};
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}
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FileUtil::IOFile file(GetPrecompiledPath(), "rb");
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if (!file.IsOpen()) {
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@ -479,8 +483,9 @@ void ShaderDiskCacheOpenGL::InvalidatePrecompiled() {
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}
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void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
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if (!IsUsable())
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if (!is_usable) {
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return;
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}
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const u64 id = entry.GetUniqueIdentifier();
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if (transferable.find(id) != transferable.end()) {
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@ -501,8 +506,9 @@ void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
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}
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void ShaderDiskCacheOpenGL::SaveUsage(const ShaderDiskCacheUsage& usage) {
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if (!IsUsable())
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if (!is_usable) {
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return;
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}
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const auto it = transferable.find(usage.unique_identifier);
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ASSERT_MSG(it != transferable.end(), "Saving shader usage without storing raw previously");
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@ -528,8 +534,9 @@ void ShaderDiskCacheOpenGL::SaveUsage(const ShaderDiskCacheUsage& usage) {
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void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::string& code,
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const GLShader::ShaderEntries& entries) {
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if (!IsUsable())
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if (!is_usable) {
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return;
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}
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if (precompiled_cache_virtual_file.GetSize() == 0) {
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SavePrecompiledHeaderToVirtualPrecompiledCache();
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@ -543,8 +550,9 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
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}
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void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint program) {
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if (!IsUsable())
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if (!is_usable) {
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return;
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}
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GLint binary_length{};
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glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length);
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@ -565,10 +573,6 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p
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}
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}
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bool ShaderDiskCacheOpenGL::IsUsable() const {
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return tried_to_load && Settings::values.use_disk_shader_cache;
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}
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FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const {
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if (!EnsureDirectories())
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return {};
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@ -224,9 +224,6 @@ private:
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bool SaveDecompiledFile(u64 unique_identifier, const std::string& code,
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const GLShader::ShaderEntries& entries);
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/// Returns if the cache can be used
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bool IsUsable() const;
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/// Opens current game's transferable file and write it's header if it doesn't exist
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FileUtil::IOFile AppendTransferableFile() const;
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@ -297,7 +294,7 @@ private:
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std::unordered_map<u64, std::unordered_set<ShaderDiskCacheUsage>> transferable;
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// The cache has been loaded at boot
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bool tried_to_load{};
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bool is_usable{};
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};
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} // namespace OpenGL
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