From 74cee1b65d1c27006c44051c7c8228bbb4827eb7 Mon Sep 17 00:00:00 2001 From: unknown Date: Thu, 7 Feb 2019 19:18:49 +0100 Subject: [PATCH] gl_shader_disk_cache: Use better compression for transferable and precompiled shader disk chache files --- src/common/data_compression.cpp | 24 +++++++++++++------ src/common/data_compression.h | 8 ++++++- .../renderer_opengl/gl_shader_disk_cache.cpp | 4 ++-- 3 files changed, 26 insertions(+), 10 deletions(-) diff --git a/src/common/data_compression.cpp b/src/common/data_compression.cpp index 624b8ac47b..fdf4907d13 100644 --- a/src/common/data_compression.cpp +++ b/src/common/data_compression.cpp @@ -4,14 +4,14 @@ #pragma once -#include +#include #include "data_compression.h" namespace Compression { - -std::vector CompressDataLZ4(const u8* source, std::size_t source_size) { +std::vector CompressDataLZ4(const u8* source, std::size_t source_size, + bool use_LZ4_high_compression) { if (source_size > LZ4_MAX_INPUT_SIZE) { // Source size exceeds LZ4 maximum input size return {}; @@ -19,9 +19,18 @@ std::vector CompressDataLZ4(const u8* source, std::size_t source_size) { const auto source_size_int = static_cast(source_size); const int max_compressed_size = LZ4_compressBound(source_size_int); std::vector compressed(max_compressed_size); - const int compressed_size = LZ4_compress_default(reinterpret_cast(source), - reinterpret_cast(compressed.data()), - source_size_int, max_compressed_size); + int compressed_size = 0; + + if (use_LZ4_high_compression) { + compressed_size = LZ4_compress_HC(reinterpret_cast(source), + reinterpret_cast(compressed.data()), + source_size_int, max_compressed_size, LZ4HC_CLEVEL_MAX); + } else { + compressed_size = LZ4_compress_default(reinterpret_cast(source), + reinterpret_cast(compressed.data()), + source_size_int, max_compressed_size); + } + if (compressed_size <= 0) { // Compression failed return {}; @@ -30,7 +39,8 @@ std::vector CompressDataLZ4(const u8* source, std::size_t source_size) { return compressed; } -std::vector DecompressDataLZ4(const std::vector& compressed, std::size_t uncompressed_size) { +std::vector DecompressDataLZ4(const std::vector& compressed, + std::size_t uncompressed_size) { std::vector uncompressed(uncompressed_size); const int size_check = LZ4_decompress_safe(reinterpret_cast(compressed.data()), reinterpret_cast(uncompressed.data()), diff --git a/src/common/data_compression.h b/src/common/data_compression.h index 70878b8d9c..f7264b7b85 100644 --- a/src/common/data_compression.h +++ b/src/common/data_compression.h @@ -10,7 +10,13 @@ namespace Compression { -std::vector 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 CompressDataLZ4(const u8* source, std::size_t source_size, + bool use_LZ4_high_compression); std::vector DecompressDataLZ4(const std::vector& compressed, std::size_t uncompressed_size); diff --git a/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp b/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp index a74b66a90b..0c8001b193 100644 --- a/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp +++ b/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp @@ -475,7 +475,7 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str return; const std::vector compressed_code{ - Compression::CompressDataLZ4(reinterpret_cast(code.data()), code.size())}; + Compression::CompressDataLZ4(reinterpret_cast(code.data()), code.size(), true)}; if (compressed_code.empty()) { LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}", unique_identifier); @@ -506,7 +506,7 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data()); const std::vector compressed_binary = - Compression::CompressDataLZ4(binary.data(), binary.size()); + Compression::CompressDataLZ4(binary.data(), binary.size(), true); if (compressed_binary.empty()) { LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}",