gl_shader_disk_cache: Use better compression for transferable and precompiled shader disk chache files

This commit is contained in:
unknown 2019-02-07 19:18:49 +01:00
parent 798d76f4c7
commit 74cee1b65d
3 changed files with 26 additions and 10 deletions

View file

@ -4,14 +4,14 @@
#pragma once #pragma once
#include <lz4.h> #include <lz4hc.h>
#include "data_compression.h" #include "data_compression.h"
namespace Compression { namespace Compression {
std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size,
std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size) { bool use_LZ4_high_compression) {
if (source_size > LZ4_MAX_INPUT_SIZE) { if (source_size > LZ4_MAX_INPUT_SIZE) {
// Source size exceeds LZ4 maximum input size // Source size exceeds LZ4 maximum input size
return {}; return {};
@ -19,9 +19,18 @@ std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size) {
const auto source_size_int = static_cast<int>(source_size); const auto source_size_int = static_cast<int>(source_size);
const int max_compressed_size = LZ4_compressBound(source_size_int); const int max_compressed_size = LZ4_compressBound(source_size_int);
std::vector<u8> compressed(max_compressed_size); std::vector<u8> compressed(max_compressed_size);
const int compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source), int compressed_size = 0;
reinterpret_cast<char*>(compressed.data()),
source_size_int, max_compressed_size); if (use_LZ4_high_compression) {
compressed_size = LZ4_compress_HC(reinterpret_cast<const char*>(source),
reinterpret_cast<char*>(compressed.data()),
source_size_int, max_compressed_size, LZ4HC_CLEVEL_MAX);
} else {
compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source),
reinterpret_cast<char*>(compressed.data()),
source_size_int, max_compressed_size);
}
if (compressed_size <= 0) { if (compressed_size <= 0) {
// Compression failed // Compression failed
return {}; return {};
@ -30,7 +39,8 @@ std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size) {
return compressed; return compressed;
} }
std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size) { std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed,
std::size_t uncompressed_size) {
std::vector<u8> uncompressed(uncompressed_size); std::vector<u8> uncompressed(uncompressed_size);
const int size_check = LZ4_decompress_safe(reinterpret_cast<const char*>(compressed.data()), const int size_check = LZ4_decompress_safe(reinterpret_cast<const char*>(compressed.data()),
reinterpret_cast<char*>(uncompressed.data()), reinterpret_cast<char*>(uncompressed.data()),

View file

@ -10,7 +10,13 @@
namespace Compression { namespace Compression {
std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size); // Compresses a source memory region with LZ4 and returns the compressed data in an vector. If
// use_LZ4_high_compression is true, the LZ4 subalgortihmn LZ4HC is used with the highst possible
// compression level. This results in a smaller compressed size, but requires more CPU time for
// compression. Data compressed with LZ4HC can also be decompressed with the default LZ4
// decompression function.
std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size,
bool use_LZ4_high_compression);
std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size); std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size);

View file

@ -475,7 +475,7 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
return; return;
const std::vector<u8> compressed_code{ const std::vector<u8> compressed_code{
Compression::CompressDataLZ4(reinterpret_cast<const u8*>(code.data()), code.size())}; Compression::CompressDataLZ4(reinterpret_cast<const u8*>(code.data()), code.size(), true)};
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 =
Compression::CompressDataLZ4(binary.data(), binary.size()); Compression::CompressDataLZ4(binary.data(), binary.size(), true);
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}",