gl_shader_disk_cache: Remove per shader compression
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8df9449bb8
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3fe542cf60
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@ -247,20 +247,12 @@ ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
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return {};
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return {};
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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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if (file.ReadBytes(&binary_length, sizeof(u32)) != sizeof(u32)) {
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if (file.ReadBytes(&binary_length, sizeof(u32)) != sizeof(u32) ||
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file.ReadBytes(&compressed_size, sizeof(u32)) != sizeof(u32)) {
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return {};
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return {};
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}
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}
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std::vector<u8> compressed_binary(compressed_size);
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dump.binary.resize(binary_length);
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if (file.ReadArray(compressed_binary.data(), compressed_binary.size()) !=
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if (file.ReadArray(dump.binary.data(), binary_length) != binary_length) {
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compressed_binary.size()) {
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return {};
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}
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dump.binary = Common::Compression::DecompressDataZSTD(compressed_binary);
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if (dump.binary.empty()) {
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return {};
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return {};
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}
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}
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@ -277,21 +269,15 @@ ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
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std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEntry(
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std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEntry(
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FileUtil::IOFile& file) {
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FileUtil::IOFile& file) {
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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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if (file.ReadBytes(&code_size, sizeof(u32)) != sizeof(u32)) {
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if (file.ReadBytes(&code_size, sizeof(u32)) != sizeof(u32) ||
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file.ReadBytes(&compressed_code_size, sizeof(u32)) != sizeof(u32)) {
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return {};
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return {};
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}
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}
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std::vector<u8> compressed_code(compressed_code_size);
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std::vector<u8> code(code_size);
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if (file.ReadArray(compressed_code.data(), compressed_code.size()) != compressed_code.size()) {
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if (file.ReadArray(code.data(), code.size()) != code_size) {
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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> code = Common::Compression::DecompressDataZSTD(compressed_code);
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if (code.empty()) {
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return {};
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}
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ShaderDiskCacheDecompiled entry;
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ShaderDiskCacheDecompiled entry;
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entry.code = std::string(reinterpret_cast<const char*>(code.data()), code_size);
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entry.code = std::string(reinterpret_cast<const char*>(code.data()), code_size);
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@ -369,13 +355,11 @@ std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEn
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bool ShaderDiskCacheOpenGL::SaveDecompiledFile(FileUtil::IOFile& file, u64 unique_identifier,
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bool ShaderDiskCacheOpenGL::SaveDecompiledFile(FileUtil::IOFile& file, u64 unique_identifier,
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const std::string& code,
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const std::string& code,
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const std::vector<u8>& compressed_code,
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const GLShader::ShaderEntries& entries) {
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const GLShader::ShaderEntries& entries) {
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if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled)) != 1 ||
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if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled)) != 1 ||
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file.WriteObject(unique_identifier) != 1 ||
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file.WriteObject(unique_identifier) != 1 ||
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file.WriteObject(static_cast<u32>(code.size())) != 1 ||
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file.WriteObject(static_cast<u32>(code.size())) != 1 ||
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file.WriteObject(static_cast<u32>(compressed_code.size())) != 1 ||
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file.WriteArray(code.data(), code.size()) != code.size()) {
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file.WriteArray(compressed_code.data(), compressed_code.size()) != compressed_code.size()) {
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return false;
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return false;
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}
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}
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@ -485,19 +469,12 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
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if (!IsUsable())
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if (!IsUsable())
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return;
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return;
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const std::vector<u8> compressed_code{Common::Compression::CompressDataZSTDDefault(
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reinterpret_cast<const u8*>(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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FileUtil::IOFile file = AppendPrecompiledFile();
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FileUtil::IOFile file = AppendPrecompiledFile();
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if (!file.IsOpen())
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if (!file.IsOpen())
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return;
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return;
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if (!SaveDecompiledFile(file, unique_identifier, code, compressed_code, entries)) {
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if (!SaveDecompiledFile(file, unique_identifier, code, entries)) {
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LOG_ERROR(Render_OpenGL,
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LOG_ERROR(Render_OpenGL,
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"Failed to save decompiled entry to the precompiled file - removing");
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"Failed to save decompiled entry to the precompiled file - removing");
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file.Close();
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file.Close();
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@ -516,25 +493,15 @@ 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 =
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Common::Compression::CompressDataZSTDDefault(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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FileUtil::IOFile file = AppendPrecompiledFile();
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FileUtil::IOFile file = AppendPrecompiledFile();
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if (!file.IsOpen())
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if (!file.IsOpen())
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return;
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return;
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if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump)) != 1 ||
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if (file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Dump)) != 1 ||
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file.WriteObject(usage) != 1 || file.WriteObject(static_cast<u32>(binary_format)) != 1 ||
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file.WriteObject(usage) != 1 || file.WriteObject(static_cast<u32>(binary_format)) != 1 ||
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file.WriteObject(static_cast<u32>(binary_length)) != 1 ||
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file.WriteObject(static_cast<u32>(binary_length)) != 1 ||
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file.WriteObject(static_cast<u32>(compressed_binary.size())) != 1 ||
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file.WriteArray(binary.data(), binary.size()) != binary_length) {
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file.WriteArray(compressed_binary.data(), compressed_binary.size()) !=
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compressed_binary.size()) {
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LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016x} - removing",
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LOG_ERROR(Render_OpenGL, "Failed to save binary program file in shader={:016x} - removing",
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usage.unique_identifier);
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usage.unique_identifier);
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file.Close();
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file.Close();
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@ -201,7 +201,6 @@ private:
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/// Saves a decompiled entry to the passed file. Returns true on success.
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/// Saves a decompiled entry to the passed file. Returns true on success.
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bool SaveDecompiledFile(FileUtil::IOFile& file, u64 unique_identifier, const std::string& code,
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bool SaveDecompiledFile(FileUtil::IOFile& file, u64 unique_identifier, const std::string& code,
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const std::vector<u8>& compressed_code,
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const GLShader::ShaderEntries& entries);
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const GLShader::ShaderEntries& entries);
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/// Returns if the cache can be used
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/// Returns if the cache can be used
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