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gl_shader_disk_cache: Compress precompiled shader cache file with Zstandard
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1 changed files with 10 additions and 6 deletions
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@ -11,6 +11,7 @@
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#include "common/file_util.h"
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#include "common/logging/log.h"
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#include "common/scm_rev.h"
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#include "common/zstd_compression.h"
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#include "core/core.h"
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#include "core/hle/kernel/process.h"
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@ -209,9 +210,11 @@ ShaderDiskCacheOpenGL::LoadPrecompiled() {
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std::optional<std::pair<std::unordered_map<u64, ShaderDiskCacheDecompiled>,
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std::unordered_map<ShaderDiskCacheUsage, ShaderDiskCacheDump>>>
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ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
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std::vector<u8> precompiled_cache(file.GetSize());
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file.ReadBytes(precompiled_cache.data(), precompiled_cache.size());
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SaveArrayToPrecompiled(precompiled_cache.data(), precompiled_cache.size());
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// Read compressed file from disk and decompress to virtual precompiled cache file
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std::vector<u8> compressed(file.GetSize());
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file.ReadBytes(compressed.data(), compressed.size());
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const std::vector<u8> decompressed = Common::Compression::DecompressDataZSTD(compressed);
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SaveArrayToPrecompiled(decompressed.data(), decompressed.size());
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precompiled_cache_virtual_file_offset = 0;
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ShaderCacheVersionHash file_hash{};
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@ -564,7 +567,9 @@ void ShaderDiskCacheOpenGL::SavePrecompiledHeaderToVirtualPrecompiledCache() {
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void ShaderDiskCacheOpenGL::SaveVirtualPrecompiledFile() {
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precompiled_cache_virtual_file_offset = 0;
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const std::vector<u8>& precompiled_cache = precompiled_cache_virtual_file.ReadAllBytes();
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const std::vector<u8>& uncompressed = precompiled_cache_virtual_file.ReadAllBytes();
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const std::vector<u8>& compressed =
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Common::Compression::CompressDataZSTDDefault(uncompressed.data(), uncompressed.size());
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const auto precompiled_path{GetPrecompiledPath()};
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FileUtil::IOFile file(precompiled_path, "wb");
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@ -573,8 +578,7 @@ void ShaderDiskCacheOpenGL::SaveVirtualPrecompiledFile() {
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LOG_ERROR(Render_OpenGL, "Failed to open precompiled cache in path={}", precompiled_path);
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return;
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}
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if (file.WriteBytes(precompiled_cache.data(), precompiled_cache.size()) !=
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precompiled_cache.size()) {
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if (file.WriteBytes(compressed.data(), compressed.size()) != compressed.size()) {
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LOG_ERROR(Render_OpenGL, "Failed to write precompiled cache version in path={}",
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precompiled_path);
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return;
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