gl_shader_disk_cache: Remove per shader compression

This commit is contained in:
unknown 2019-02-09 15:36:50 +01:00 committed by FreddyFunk
parent 8df9449bb8
commit 3fe542cf60
2 changed files with 11 additions and 45 deletions

View file

@ -247,20 +247,12 @@ ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
return {}; return {};
u32 binary_length{}; u32 binary_length{};
u32 compressed_size{}; if (file.ReadBytes(&binary_length, sizeof(u32)) != sizeof(u32)) {
if (file.ReadBytes(&binary_length, sizeof(u32)) != sizeof(u32) ||
file.ReadBytes(&compressed_size, sizeof(u32)) != sizeof(u32)) {
return {}; return {};
} }
std::vector<u8> compressed_binary(compressed_size); dump.binary.resize(binary_length);
if (file.ReadArray(compressed_binary.data(), compressed_binary.size()) != if (file.ReadArray(dump.binary.data(), binary_length) != binary_length) {
compressed_binary.size()) {
return {};
}
dump.binary = Common::Compression::DecompressDataZSTD(compressed_binary);
if (dump.binary.empty()) {
return {}; return {};
} }
@ -277,21 +269,15 @@ ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEntry( std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEntry(
FileUtil::IOFile& file) { FileUtil::IOFile& file) {
u32 code_size{}; u32 code_size{};
u32 compressed_code_size{}; if (file.ReadBytes(&code_size, sizeof(u32)) != sizeof(u32)) {
if (file.ReadBytes(&code_size, sizeof(u32)) != sizeof(u32) ||
file.ReadBytes(&compressed_code_size, sizeof(u32)) != sizeof(u32)) {
return {}; return {};
} }
std::vector<u8> compressed_code(compressed_code_size); std::vector<u8> code(code_size);
if (file.ReadArray(compressed_code.data(), compressed_code.size()) != compressed_code.size()) { if (file.ReadArray(code.data(), code.size()) != code_size) {
return {}; return {};
} }
const std::vector<u8> code = Common::Compression::DecompressDataZSTD(compressed_code);
if (code.empty()) {
return {};
}
ShaderDiskCacheDecompiled entry; ShaderDiskCacheDecompiled entry;
entry.code = std::string(reinterpret_cast<const char*>(code.data()), code_size); 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, bool ShaderDiskCacheOpenGL::SaveDecompiledFile(FileUtil::IOFile& file, u64 unique_identifier,
const std::string& code, const std::string& code,
const std::vector<u8>& compressed_code,
const GLShader::ShaderEntries& entries) { const GLShader::ShaderEntries& entries) {
if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled)) != 1 || if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled)) != 1 ||
file.WriteObject(unique_identifier) != 1 || file.WriteObject(unique_identifier) != 1 ||
file.WriteObject(static_cast<u32>(code.size())) != 1 || file.WriteObject(static_cast<u32>(code.size())) != 1 ||
file.WriteObject(static_cast<u32>(compressed_code.size())) != 1 || file.WriteArray(code.data(), code.size()) != code.size()) {
file.WriteArray(compressed_code.data(), compressed_code.size()) != compressed_code.size()) {
return false; return false;
} }
@ -485,19 +469,12 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
if (!IsUsable()) if (!IsUsable())
return; 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(); FileUtil::IOFile file = AppendPrecompiledFile();
if (!file.IsOpen()) if (!file.IsOpen())
return; return;
if (!SaveDecompiledFile(file, unique_identifier, code, compressed_code, entries)) { if (!SaveDecompiledFile(file, unique_identifier, code, entries)) {
LOG_ERROR(Render_OpenGL, LOG_ERROR(Render_OpenGL,
"Failed to save decompiled entry to the precompiled file - removing"); "Failed to save decompiled entry to the precompiled file - removing");
file.Close(); file.Close();
@ -516,25 +493,15 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p
std::vector<u8> binary(binary_length); std::vector<u8> binary(binary_length);
glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data()); 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(); FileUtil::IOFile file = AppendPrecompiledFile();
if (!file.IsOpen()) if (!file.IsOpen())
return; return;
if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump)) != 1 || if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump)) != 1 ||
file.WriteObject(usage) != 1 || file.WriteObject(static_cast<u32>(binary_format)) != 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>(binary_length)) != 1 ||
file.WriteObject(static_cast<u32>(compressed_binary.size())) != 1 || file.WriteArray(binary.data(), binary.size()) != binary_length) {
file.WriteArray(compressed_binary.data(), compressed_binary.size()) !=
compressed_binary.size()) {
LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016x} - removing", LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016x} - removing",
usage.unique_identifier); usage.unique_identifier);
file.Close(); file.Close();

View file

@ -201,7 +201,6 @@ private:
/// Saves a decompiled entry to the passed file. Returns true on success. /// Saves a decompiled entry to the passed file. Returns true on success.
bool SaveDecompiledFile(FileUtil::IOFile& file, u64 unique_identifier, const std::string& code, bool SaveDecompiledFile(FileUtil::IOFile& file, u64 unique_identifier, const std::string& code,
const std::vector<u8>& compressed_code,
const GLShader::ShaderEntries& entries); const GLShader::ShaderEntries& entries);
/// Returns if the cache can be used /// Returns if the cache can be used