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https://github.com/yuzu-emu/yuzu-android
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gl_shader_disk_cache: Compress program binaries using LZ4
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@ -282,9 +282,22 @@ bool ShaderDiskCacheOpenGL::LoadPrecompiled(
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file.ReadBytes(&dump.binary_format, sizeof(u32));
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file.ReadBytes(&dump.binary_format, sizeof(u32));
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u32 binary_length{};
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u32 binary_length{};
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u32 compressed_size{};
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file.ReadBytes(&binary_length, sizeof(u32));
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file.ReadBytes(&binary_length, sizeof(u32));
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dump.binary.resize(binary_length);
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file.ReadBytes(&compressed_size, sizeof(u32));
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file.ReadBytes(dump.binary.data(), dump.binary.size());
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std::vector<u8> compressed_binary(compressed_size);
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file.ReadArray(compressed_binary.data(), compressed_binary.size());
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dump.binary = DecompressData(compressed_binary, binary_length);
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if (dump.binary.empty()) {
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LOG_ERROR(Render_OpenGL,
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"Failed to decompress precompiled binary program - removing");
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InvalidatePrecompiled();
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dumps.clear();
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decompiled.clear();
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return false;
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}
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dumps.insert({usage, dump});
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dumps.insert({usage, dump});
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break;
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break;
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@ -418,10 +431,6 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p
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return;
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return;
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}
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}
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file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump));
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file.WriteObject(usage);
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GLint binary_length{};
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GLint binary_length{};
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glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length);
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glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binary_length);
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@ -429,9 +438,21 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p
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std::vector<u8> binary(binary_length);
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std::vector<u8> binary(binary_length);
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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 = CompressData(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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usage.unique_identifier);
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return;
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}
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file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump));
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file.WriteObject(usage);
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file.WriteObject(static_cast<u32>(binary_format));
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file.WriteObject(static_cast<u32>(binary_format));
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file.WriteObject(static_cast<u32>(binary_length));
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file.WriteObject(static_cast<u32>(binary_length));
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file.WriteArray(binary.data(), binary.size());
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file.WriteObject(static_cast<u32>(compressed_binary.size()));
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file.WriteArray(compressed_binary.data(), compressed_binary.size());
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}
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}
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FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const {
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FileUtil::IOFile ShaderDiskCacheOpenGL::AppendTransferableFile() const {
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