Merge pull request #2098 from FreddyFunk/disk-cache-zstd
gl_shader_disk_cache: Use Zstandard for compression
This commit is contained in:
commit
21a4e7deea
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@ -40,3 +40,6 @@
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[submodule "Vulkan-Headers"]
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path = externals/Vulkan-Headers
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url = https://github.com/KhronosGroup/Vulkan-Headers.git
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[submodule "externals/zstd"]
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path = externals/zstd
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url = https://github.com/facebook/zstd
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@ -49,6 +49,10 @@ add_subdirectory(open_source_archives EXCLUDE_FROM_ALL)
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add_library(unicorn-headers INTERFACE)
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target_include_directories(unicorn-headers INTERFACE ./unicorn/include)
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# Zstandard
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add_subdirectory(zstd/build/cmake EXCLUDE_FROM_ALL)
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target_include_directories(libzstd_static INTERFACE ./zstd/lib)
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# SoundTouch
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add_subdirectory(soundtouch)
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@ -0,0 +1 @@
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Subproject commit 470344d33e1d52a2ada75d278466da8d4ee2faf6
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@ -125,6 +125,8 @@ add_library(common STATIC
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uint128.h
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vector_math.h
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web_result.h
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zstd_compression.cpp
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zstd_compression.h
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)
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if(ARCHITECTURE_x86_64)
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@ -138,4 +140,4 @@ endif()
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create_target_directory_groups(common)
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target_link_libraries(common PUBLIC Boost::boost fmt microprofile)
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target_link_libraries(common PRIVATE lz4_static)
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target_link_libraries(common PRIVATE lz4_static libzstd_static)
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@ -0,0 +1,53 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <algorithm>
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#include <zstd.h>
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#include "common/assert.h"
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#include "common/zstd_compression.h"
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namespace Common::Compression {
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std::vector<u8> CompressDataZSTD(const u8* source, std::size_t source_size, s32 compression_level) {
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compression_level = std::clamp(compression_level, 1, ZSTD_maxCLevel());
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const std::size_t max_compressed_size = ZSTD_compressBound(source_size);
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std::vector<u8> compressed(max_compressed_size);
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const std::size_t compressed_size =
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ZSTD_compress(compressed.data(), compressed.size(), source, source_size, compression_level);
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if (ZSTD_isError(compressed_size)) {
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// Compression failed
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return {};
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}
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compressed.resize(compressed_size);
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return compressed;
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}
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std::vector<u8> CompressDataZSTDDefault(const u8* source, std::size_t source_size) {
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return CompressDataZSTD(source, source_size, ZSTD_CLEVEL_DEFAULT);
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}
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std::vector<u8> DecompressDataZSTD(const std::vector<u8>& compressed) {
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const std::size_t decompressed_size =
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ZSTD_getDecompressedSize(compressed.data(), compressed.size());
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std::vector<u8> decompressed(decompressed_size);
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const std::size_t uncompressed_result_size = ZSTD_decompress(
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decompressed.data(), decompressed.size(), compressed.data(), compressed.size());
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if (decompressed_size != uncompressed_result_size || ZSTD_isError(uncompressed_result_size)) {
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// Decompression failed
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return {};
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}
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return decompressed;
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}
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} // namespace Common::Compression
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@ -0,0 +1,42 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <vector>
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#include "common/common_types.h"
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namespace Common::Compression {
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/**
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* Compresses a source memory region with Zstandard and returns the compressed data in a vector.
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*
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* @param source the uncompressed source memory region.
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* @param source_size the size in bytes of the uncompressed source memory region.
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* @param compression_level the used compression level. Should be between 1 and 22.
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*
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* @return the compressed data.
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*/
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std::vector<u8> CompressDataZSTD(const u8* source, std::size_t source_size, s32 compression_level);
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/**
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* Compresses a source memory region with Zstandard with the default compression level and returns
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* the compressed data in a vector.
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*
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* @param source the uncompressed source memory region.
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* @param source_size the size in bytes of the uncompressed source memory region.
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*
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* @return the compressed data.
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*/
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std::vector<u8> CompressDataZSTDDefault(const u8* source, std::size_t source_size);
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/**
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* Decompresses a source memory region with Zstandard and returns the uncompressed data in a vector.
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*
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* @param compressed the compressed source memory region.
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*
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* @return the decompressed data.
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*/
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std::vector<u8> DecompressDataZSTD(const std::vector<u8>& compressed);
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} // namespace Common::Compression
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@ -10,8 +10,8 @@
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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/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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@ -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);
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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);
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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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