Merge pull request #2098 from FreddyFunk/disk-cache-zstd
gl_shader_disk_cache: Use Zstandard for compression
This commit is contained in:
commit
21a4e7deea
|
@ -40,3 +40,6 @@
|
||||||
[submodule "Vulkan-Headers"]
|
[submodule "Vulkan-Headers"]
|
||||||
path = externals/Vulkan-Headers
|
path = externals/Vulkan-Headers
|
||||||
url = https://github.com/KhronosGroup/Vulkan-Headers.git
|
url = https://github.com/KhronosGroup/Vulkan-Headers.git
|
||||||
|
[submodule "externals/zstd"]
|
||||||
|
path = externals/zstd
|
||||||
|
url = https://github.com/facebook/zstd
|
||||||
|
|
|
@ -49,6 +49,10 @@ add_subdirectory(open_source_archives EXCLUDE_FROM_ALL)
|
||||||
add_library(unicorn-headers INTERFACE)
|
add_library(unicorn-headers INTERFACE)
|
||||||
target_include_directories(unicorn-headers INTERFACE ./unicorn/include)
|
target_include_directories(unicorn-headers INTERFACE ./unicorn/include)
|
||||||
|
|
||||||
|
# Zstandard
|
||||||
|
add_subdirectory(zstd/build/cmake EXCLUDE_FROM_ALL)
|
||||||
|
target_include_directories(libzstd_static INTERFACE ./zstd/lib)
|
||||||
|
|
||||||
# SoundTouch
|
# SoundTouch
|
||||||
add_subdirectory(soundtouch)
|
add_subdirectory(soundtouch)
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1 @@
|
||||||
|
Subproject commit 470344d33e1d52a2ada75d278466da8d4ee2faf6
|
|
@ -125,6 +125,8 @@ add_library(common STATIC
|
||||||
uint128.h
|
uint128.h
|
||||||
vector_math.h
|
vector_math.h
|
||||||
web_result.h
|
web_result.h
|
||||||
|
zstd_compression.cpp
|
||||||
|
zstd_compression.h
|
||||||
)
|
)
|
||||||
|
|
||||||
if(ARCHITECTURE_x86_64)
|
if(ARCHITECTURE_x86_64)
|
||||||
|
@ -138,4 +140,4 @@ endif()
|
||||||
create_target_directory_groups(common)
|
create_target_directory_groups(common)
|
||||||
|
|
||||||
target_link_libraries(common PUBLIC Boost::boost fmt microprofile)
|
target_link_libraries(common PUBLIC Boost::boost fmt microprofile)
|
||||||
target_link_libraries(common PRIVATE lz4_static)
|
target_link_libraries(common PRIVATE lz4_static libzstd_static)
|
||||||
|
|
|
@ -0,0 +1,53 @@
|
||||||
|
// Copyright 2019 yuzu Emulator Project
|
||||||
|
// Licensed under GPLv2 or any later version
|
||||||
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <algorithm>
|
||||||
|
#include <zstd.h>
|
||||||
|
|
||||||
|
#include "common/assert.h"
|
||||||
|
#include "common/zstd_compression.h"
|
||||||
|
|
||||||
|
namespace Common::Compression {
|
||||||
|
|
||||||
|
std::vector<u8> CompressDataZSTD(const u8* source, std::size_t source_size, s32 compression_level) {
|
||||||
|
compression_level = std::clamp(compression_level, 1, ZSTD_maxCLevel());
|
||||||
|
|
||||||
|
const std::size_t max_compressed_size = ZSTD_compressBound(source_size);
|
||||||
|
std::vector<u8> compressed(max_compressed_size);
|
||||||
|
|
||||||
|
const std::size_t compressed_size =
|
||||||
|
ZSTD_compress(compressed.data(), compressed.size(), source, source_size, compression_level);
|
||||||
|
|
||||||
|
if (ZSTD_isError(compressed_size)) {
|
||||||
|
// Compression failed
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
|
||||||
|
compressed.resize(compressed_size);
|
||||||
|
|
||||||
|
return compressed;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<u8> CompressDataZSTDDefault(const u8* source, std::size_t source_size) {
|
||||||
|
return CompressDataZSTD(source, source_size, ZSTD_CLEVEL_DEFAULT);
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<u8> DecompressDataZSTD(const std::vector<u8>& compressed) {
|
||||||
|
const std::size_t decompressed_size =
|
||||||
|
ZSTD_getDecompressedSize(compressed.data(), compressed.size());
|
||||||
|
std::vector<u8> decompressed(decompressed_size);
|
||||||
|
|
||||||
|
const std::size_t uncompressed_result_size = ZSTD_decompress(
|
||||||
|
decompressed.data(), decompressed.size(), compressed.data(), compressed.size());
|
||||||
|
|
||||||
|
if (decompressed_size != uncompressed_result_size || ZSTD_isError(uncompressed_result_size)) {
|
||||||
|
// Decompression failed
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
return decompressed;
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace Common::Compression
|
|
@ -0,0 +1,42 @@
|
||||||
|
// Copyright 2019 yuzu Emulator Project
|
||||||
|
// Licensed under GPLv2 or any later version
|
||||||
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
|
#include "common/common_types.h"
|
||||||
|
|
||||||
|
namespace Common::Compression {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Compresses a source memory region with Zstandard and returns the compressed data in a vector.
|
||||||
|
*
|
||||||
|
* @param source the uncompressed source memory region.
|
||||||
|
* @param source_size the size in bytes of the uncompressed source memory region.
|
||||||
|
* @param compression_level the used compression level. Should be between 1 and 22.
|
||||||
|
*
|
||||||
|
* @return the compressed data.
|
||||||
|
*/
|
||||||
|
std::vector<u8> CompressDataZSTD(const u8* source, std::size_t source_size, s32 compression_level);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Compresses a source memory region with Zstandard with the default compression level and returns
|
||||||
|
* the compressed data in a vector.
|
||||||
|
*
|
||||||
|
* @param source the uncompressed source memory region.
|
||||||
|
* @param source_size the size in bytes of the uncompressed source memory region.
|
||||||
|
*
|
||||||
|
* @return the compressed data.
|
||||||
|
*/
|
||||||
|
std::vector<u8> CompressDataZSTDDefault(const u8* source, std::size_t source_size);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Decompresses a source memory region with Zstandard and returns the uncompressed data in a vector.
|
||||||
|
*
|
||||||
|
* @param compressed the compressed source memory region.
|
||||||
|
*
|
||||||
|
* @return the decompressed data.
|
||||||
|
*/
|
||||||
|
std::vector<u8> DecompressDataZSTD(const std::vector<u8>& compressed);
|
||||||
|
|
||||||
|
} // namespace Common::Compression
|
|
@ -10,8 +10,8 @@
|
||||||
#include "common/common_types.h"
|
#include "common/common_types.h"
|
||||||
#include "common/file_util.h"
|
#include "common/file_util.h"
|
||||||
#include "common/logging/log.h"
|
#include "common/logging/log.h"
|
||||||
#include "common/lz4_compression.h"
|
|
||||||
#include "common/scm_rev.h"
|
#include "common/scm_rev.h"
|
||||||
|
#include "common/zstd_compression.h"
|
||||||
|
|
||||||
#include "core/core.h"
|
#include "core/core.h"
|
||||||
#include "core/hle/kernel/process.h"
|
#include "core/hle/kernel/process.h"
|
||||||
|
@ -259,7 +259,7 @@ ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
|
|
||||||
dump.binary = Common::Compression::DecompressDataLZ4(compressed_binary, binary_length);
|
dump.binary = Common::Compression::DecompressDataZSTD(compressed_binary);
|
||||||
if (dump.binary.empty()) {
|
if (dump.binary.empty()) {
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
|
@ -288,7 +288,7 @@ std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEn
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
|
|
||||||
const std::vector<u8> code = Common::Compression::DecompressDataLZ4(compressed_code, code_size);
|
const std::vector<u8> code = Common::Compression::DecompressDataZSTD(compressed_code);
|
||||||
if (code.empty()) {
|
if (code.empty()) {
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
|
@ -474,8 +474,8 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
|
||||||
if (!IsUsable())
|
if (!IsUsable())
|
||||||
return;
|
return;
|
||||||
|
|
||||||
const std::vector<u8> compressed_code{Common::Compression::CompressDataLZ4HC(
|
const std::vector<u8> compressed_code{Common::Compression::CompressDataZSTDDefault(
|
||||||
reinterpret_cast<const u8*>(code.data()), code.size(), 9)};
|
reinterpret_cast<const u8*>(code.data()), code.size())};
|
||||||
if (compressed_code.empty()) {
|
if (compressed_code.empty()) {
|
||||||
LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}",
|
LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}",
|
||||||
unique_identifier);
|
unique_identifier);
|
||||||
|
@ -506,7 +506,7 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p
|
||||||
glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
|
glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
|
||||||
|
|
||||||
const std::vector<u8> compressed_binary =
|
const std::vector<u8> compressed_binary =
|
||||||
Common::Compression::CompressDataLZ4HC(binary.data(), binary.size(), 9);
|
Common::Compression::CompressDataZSTDDefault(binary.data(), binary.size());
|
||||||
|
|
||||||
if (compressed_binary.empty()) {
|
if (compressed_binary.empty()) {
|
||||||
LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}",
|
LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}",
|
||||||
|
|
Reference in New Issue