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gl_shader_disk_cache: Use Zstandard for compression

This commit is contained in:
unknown 2019-02-09 09:05:47 +01:00 committed by FreddyFunk
parent 72477731ed
commit 35ebbbc167
1 changed files with 6 additions and 6 deletions

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@ -10,7 +10,7 @@
#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/zstd_compression.h"
#include "common/scm_rev.h" #include "common/scm_rev.h"
#include "core/core.h" #include "core/core.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, binary_length);
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, code_size);
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}",