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Merge pull request #2098 from FreddyFunk/disk-cache-zstd

gl_shader_disk_cache: Use Zstandard for compression
This commit is contained in:
bunnei 2019-04-07 17:48:33 -04:00 committed by GitHub
commit 21a4e7deea
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 112 additions and 7 deletions

3
.gitmodules vendored
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@ -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

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@ -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)

1
externals/zstd vendored Submodule

@ -0,0 +1 @@
Subproject commit 470344d33e1d52a2ada75d278466da8d4ee2faf6

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@ -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)

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@ -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

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@ -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

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@ -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}",