Merge pull request #6573 from stenzek/bad-shader-uid-cache
ShaderCache: Improve shader UID cache file reliability
This commit is contained in:
commit
9924434cdf
|
@ -552,6 +552,7 @@ void ShaderCache::LoadPipelineUIDCache()
|
|||
// If an existing case exists, validate the version before reading entries.
|
||||
u32 existing_magic;
|
||||
u32 existing_version;
|
||||
bool uid_file_valid = false;
|
||||
if (m_gx_pipeline_uid_cache_file.ReadBytes(&existing_magic, sizeof(existing_magic)) &&
|
||||
m_gx_pipeline_uid_cache_file.ReadBytes(&existing_version, sizeof(existing_version)) &&
|
||||
existing_magic == CACHE_FILE_MAGIC && existing_version == GX_PIPELINE_UID_VERSION)
|
||||
|
@ -563,7 +564,7 @@ void ShaderCache::LoadPipelineUIDCache()
|
|||
const size_t uid_count =
|
||||
static_cast<size_t>(file_size - CACHE_HEADER_SIZE) / sizeof(SerializedGXPipelineUid);
|
||||
const size_t expected_size = uid_count * sizeof(SerializedGXPipelineUid) + CACHE_HEADER_SIZE;
|
||||
bool uid_file_valid = file_size == expected_size;
|
||||
uid_file_valid = file_size == expected_size;
|
||||
if (uid_file_valid)
|
||||
{
|
||||
for (size_t i = 0; i < uid_count; i++)
|
||||
|
@ -583,12 +584,13 @@ void ShaderCache::LoadPipelineUIDCache()
|
|||
}
|
||||
|
||||
// We open the file for reading and writing, so we must seek to the end before writing.
|
||||
if (!uid_file_valid || !m_gx_pipeline_uid_cache_file.Seek(expected_size, SEEK_SET))
|
||||
{
|
||||
// Close the file. We re-open and truncate it below.
|
||||
m_gx_pipeline_uid_cache_file.Close();
|
||||
}
|
||||
if (uid_file_valid)
|
||||
uid_file_valid = m_gx_pipeline_uid_cache_file.Seek(expected_size, SEEK_SET);
|
||||
}
|
||||
|
||||
// If the file is invalid, close it. We re-open and truncate it below.
|
||||
if (!uid_file_valid)
|
||||
m_gx_pipeline_uid_cache_file.Close();
|
||||
}
|
||||
|
||||
// If the file is not open, it means it was either corrupted or didn't exist.
|
||||
|
@ -600,6 +602,12 @@ void ShaderCache::LoadPipelineUIDCache()
|
|||
m_gx_pipeline_uid_cache_file.WriteBytes(&CACHE_FILE_MAGIC, sizeof(GX_PIPELINE_UID_VERSION));
|
||||
m_gx_pipeline_uid_cache_file.WriteBytes(&GX_PIPELINE_UID_VERSION,
|
||||
sizeof(GX_PIPELINE_UID_VERSION));
|
||||
|
||||
// Write any current UIDs out to the file.
|
||||
// This way, if we load a UID cache where the data was incomplete (e.g. Dolphin crashed),
|
||||
// we don't lose the existing UIDs which were previously at the beginning.
|
||||
for (const auto& it : m_gx_pipeline_cache)
|
||||
AppendGXPipelineUID(it.first);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue