gl_shader_disk_cache: Compress program binaries using LZ4

This commit is contained in:
ReinUsesLisp 2019-01-15 02:05:30 -03:00
parent f087639e4a
commit ed956569a4

View File

@ -282,9 +282,22 @@ bool ShaderDiskCacheOpenGL::LoadPrecompiled(
file.ReadBytes(&dump.binary_format, sizeof(u32));
u32 binary_length{};
u32 compressed_size{};
file.ReadBytes(&binary_length, sizeof(u32));
dump.binary.resize(binary_length);
file.ReadBytes(dump.binary.data(), dump.binary.size());
file.ReadBytes(&compressed_size, sizeof(u32));
std::vector<u8> compressed_binary(compressed_size);
file.ReadArray(compressed_binary.data(), compressed_binary.size());
dump.binary = DecompressData(compressed_binary, binary_length);
if (dump.binary.empty()) {
LOG_ERROR(Render_OpenGL,
"Failed to decompress precompiled binary program - removing");
InvalidatePrecompiled();
dumps.clear();
decompiled.clear();
return false;
}
dumps.insert({usage, dump});
break;
@ -418,10 +431,6 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p
return;
}
file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump));
file.WriteObject(usage);
GLint binary_length{};
glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length);
@ -429,9 +438,21 @@ 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 = CompressData(binary.data(), binary.size());
if (compressed_binary.empty()) {
LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}",
usage.unique_identifier);
return;
}
file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump));
file.WriteObject(usage);
file.WriteObject(static_cast<u32>(binary_format));
file.WriteObject(static_cast<u32>(binary_length));
file.WriteArray(binary.data(), binary.size());
file.WriteObject(static_cast<u32>(compressed_binary.size()));
file.WriteArray(compressed_binary.data(), compressed_binary.size());
}
FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const {