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gl_shader_disk_cache: Use LZ4HC with compression level 9 instead of compression level 12 for less compression time
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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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if (!IsUsable())
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return;
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return;
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const std::vector<u8> compressed_code{Common::Compression::CompressDataLZ4HCMax(
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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())};
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reinterpret_cast<const u8*>(code.data()), code.size(), 9)};
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if (compressed_code.empty()) {
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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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LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}",
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unique_identifier);
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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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glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
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const std::vector<u8> compressed_binary =
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const std::vector<u8> compressed_binary =
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Common::Compression::CompressDataLZ4HCMax(binary.data(), binary.size());
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Common::Compression::CompressDataLZ4HC(binary.data(), binary.size(), 9);
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if (compressed_binary.empty()) {
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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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LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}",
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