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https://github.com/yuzu-emu/yuzu-android
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gl_shader_disk_cache: Compress GLSL code using LZ4
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@ -104,4 +104,4 @@ add_library(video_core STATIC
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create_target_directory_groups(video_core)
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create_target_directory_groups(video_core)
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target_link_libraries(video_core PUBLIC common core)
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target_link_libraries(video_core PUBLIC common core)
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target_link_libraries(video_core PRIVATE glad)
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target_link_libraries(video_core PRIVATE glad lz4_static)
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@ -5,8 +5,8 @@
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#pragma once
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#pragma once
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#include <cstring>
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#include <cstring>
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#include <fmt/format.h>
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#include <fmt/format.h>
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#include <lz4.h>
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#include "common/assert.h"
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#include "common/assert.h"
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#include "common/common_paths.h"
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#include "common/common_paths.h"
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@ -51,6 +51,35 @@ std::string GetShaderHash() {
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std::strncpy(hash.data(), Common::g_shader_cache_version, ShaderHashSize);
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std::strncpy(hash.data(), Common::g_shader_cache_version, ShaderHashSize);
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return std::string(hash.data());
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return std::string(hash.data());
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}
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}
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template <typename T>
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std::vector<u8> CompressData(const T* source, std::size_t source_size) {
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const auto source_size_int = static_cast<int>(source_size);
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const int max_compressed_size = LZ4_compressBound(source_size_int);
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std::vector<u8> compressed(max_compressed_size);
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const int compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source),
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reinterpret_cast<char*>(compressed.data()),
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source_size_int, max_compressed_size);
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if (compressed_size < 0) {
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// Compression failed
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return {};
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}
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compressed.resize(compressed_size);
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return compressed;
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}
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std::vector<u8> DecompressData(const std::vector<u8>& compressed, std::size_t uncompressed_size) {
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std::vector<u8> uncompressed(uncompressed_size);
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const int size_check = LZ4_decompress_safe(reinterpret_cast<const char*>(compressed.data()),
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reinterpret_cast<char*>(uncompressed.data()),
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static_cast<int>(compressed.size()),
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static_cast<int>(uncompressed.size()));
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if (static_cast<int>(uncompressed_size) != size_check) {
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// Decompression failed
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return {};
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}
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return uncompressed;
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}
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} // namespace
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} // namespace
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ShaderDiskCacheRaw::ShaderDiskCacheRaw(FileUtil::IOFile& file) {
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ShaderDiskCacheRaw::ShaderDiskCacheRaw(FileUtil::IOFile& file) {
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@ -175,10 +204,24 @@ bool ShaderDiskCacheOpenGL::LoadPrecompiled(
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file.ReadBytes(&unique_identifier, sizeof(u64));
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file.ReadBytes(&unique_identifier, sizeof(u64));
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u32 code_size{};
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u32 code_size{};
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u32 compressed_code_size{};
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file.ReadBytes(&code_size, sizeof(u32));
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file.ReadBytes(&code_size, sizeof(u32));
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std::vector<u8> code(code_size);
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file.ReadBytes(&compressed_code_size, sizeof(u32));
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file.ReadArray(code.data(), code.size());
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entry.code = std::string(reinterpret_cast<char*>(code.data()), code_size);
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std::vector<u8> compressed_code(compressed_code_size);
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file.ReadArray(compressed_code.data(), compressed_code.size());
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const std::vector<u8> code = DecompressData(compressed_code, code_size);
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if (code.empty()) {
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LOG_ERROR(Render_OpenGL,
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"Failed to decompress GLSL code in precompiled shader={:016x} - removing",
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unique_identifier);
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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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entry.code = std::string(reinterpret_cast<const char*>(code.data()), code_size);
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u32 const_buffers_count{};
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u32 const_buffers_count{};
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file.ReadBytes(&const_buffers_count, sizeof(u32));
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file.ReadBytes(&const_buffers_count, sizeof(u32));
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@ -321,12 +364,20 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
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return;
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return;
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}
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}
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const std::vector<u8> compressed_code{CompressData(code.data(), code.size())};
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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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unique_identifier);
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return;
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}
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file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled));
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file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled));
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file.WriteObject(unique_identifier);
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file.WriteObject(unique_identifier);
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file.WriteObject(static_cast<u32>(code.size()));
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file.WriteObject(static_cast<u32>(code.size()));
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file.WriteArray(code.data(), code.size());
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file.WriteObject(static_cast<u32>(compressed_code.size()));
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file.WriteArray(compressed_code.data(), compressed_code.size());
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file.WriteObject(static_cast<u32>(entries.const_buffers.size()));
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file.WriteObject(static_cast<u32>(entries.const_buffers.size()));
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for (const auto& cbuf : entries.const_buffers) {
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for (const auto& cbuf : entries.const_buffers) {
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