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misc: Change disk shader cache compression algorithm to Brotli
(RFC 7932) (#6841)
* Prefer `Brotli` compression for disk shader cache. * Final default case for decompression switch. * Prefer fastest compression.
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parent
53d096e392
commit
2ebe929fa5
3 changed files with 41 additions and 5 deletions
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@ -125,9 +125,18 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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CompressionAlgorithm algorithm = CompressionAlgorithm.None;
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Read(ref algorithm);
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if (algorithm == CompressionAlgorithm.Deflate)
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switch (algorithm)
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{
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_activeStream = new DeflateStream(_stream, CompressionMode.Decompress, true);
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case CompressionAlgorithm.None:
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break;
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case CompressionAlgorithm.Deflate:
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_activeStream = new DeflateStream(_stream, CompressionMode.Decompress, true);
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break;
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case CompressionAlgorithm.Brotli:
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_activeStream = new BrotliStream(_stream, CompressionMode.Decompress, true);
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break;
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default:
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throw new ArgumentException($"Invalid compression algorithm \"{algorithm}\"");
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}
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}
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@ -139,9 +148,18 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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{
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Write(ref algorithm);
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if (algorithm == CompressionAlgorithm.Deflate)
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switch (algorithm)
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{
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_activeStream = new DeflateStream(_stream, CompressionLevel.Fastest, true);
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case CompressionAlgorithm.None:
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break;
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case CompressionAlgorithm.Deflate:
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_activeStream = new DeflateStream(_stream, CompressionLevel.Fastest, true);
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break;
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case CompressionAlgorithm.Brotli:
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_activeStream = new BrotliStream(_stream, CompressionLevel.Fastest, true);
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break;
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default:
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throw new ArgumentException($"Invalid compression algorithm \"{algorithm}\"");
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}
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}
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@ -187,6 +205,14 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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}
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stream.Dispose();
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break;
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case CompressionAlgorithm.Brotli:
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stream = new BrotliStream(stream, CompressionMode.Decompress, true);
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for (int offset = 0; offset < data.Length;)
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{
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offset += stream.Read(data[offset..]);
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}
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stream.Dispose();
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break;
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}
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}
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@ -210,6 +236,11 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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stream.Write(data);
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stream.Dispose();
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break;
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case CompressionAlgorithm.Brotli:
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stream = new BrotliStream(stream, CompressionLevel.Fastest, true);
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stream.Write(data);
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stream.Dispose();
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break;
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}
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}
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}
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@ -14,5 +14,10 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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/// Deflate compression (RFC 1951).
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/// </summary>
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Deflate,
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/// <summary>
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/// Brotli compression (RFC 7932).
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/// </summary>
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Brotli,
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}
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}
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@ -51,7 +51,7 @@ namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
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/// <returns>Compression algorithm</returns>
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public static CompressionAlgorithm GetCompressionAlgorithm()
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{
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return CompressionAlgorithm.Deflate;
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return CompressionAlgorithm.Brotli;
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}
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}
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}
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