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gl_shader_disk_cache: Add transferable load
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2 changed files with 56 additions and 0 deletions
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@ -66,6 +66,58 @@ void ShaderDiskCacheRaw::Save(FileUtil::IOFile& file) const {
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}
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}
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}
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}
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bool ShaderDiskCacheOpenGL::LoadTransferable(std::vector<ShaderDiskCacheRaw>& raws,
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std::vector<ShaderDiskCacheUsage>& usages) {
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FileUtil::IOFile file(GetTransferablePath(), "rb");
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if (!file.IsOpen()) {
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LOG_INFO(Render_OpenGL, "No transferable shader cache found for game with title id={}",
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GetTitleID());
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return false;
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}
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const u64 file_size = file.GetSize();
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u32 version{};
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file.ReadBytes(&version, sizeof(version));
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if (version < NativeVersion) {
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LOG_INFO(Render_OpenGL, "Transferable shader cache is old - removing");
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file.Close();
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FileUtil::Delete(GetTransferablePath());
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return false;
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}
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if (version > NativeVersion) {
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LOG_WARNING(Render_OpenGL, "Transferable shader cache was generated with a newer version "
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"of the emulator - skipping");
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return false;
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}
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// Version is valid, load the shaders
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while (file.Tell() < file_size) {
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EntryKind kind{};
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file.ReadBytes(&kind, sizeof(u32));
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switch (kind) {
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case EntryKind::Raw: {
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ShaderDiskCacheRaw entry{file};
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transferable.insert({entry.GetUniqueIdentifier(), {}});
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raws.push_back(std::move(entry));
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break;
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}
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case EntryKind::Usage: {
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ShaderDiskCacheUsage usage{};
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file.ReadBytes(&usage, sizeof(usage));
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usages.push_back(std::move(usage));
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break;
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}
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default:
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LOG_ERROR(Render_OpenGL, "Unknown transferable shader cache entry kind={} - aborting",
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static_cast<u32>(kind));
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return false;
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}
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}
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return true;
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}
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void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
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void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
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const u64 id = entry.GetUniqueIdentifier();
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const u64 id = entry.GetUniqueIdentifier();
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if (transferable.find(id) != transferable.end()) {
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if (transferable.find(id) != transferable.end()) {
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@ -132,6 +132,10 @@ public:
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class ShaderDiskCacheOpenGL {
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class ShaderDiskCacheOpenGL {
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public:
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public:
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/// Loads transferable cache. If file has a old version, it deletes it. Returns true on success.
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bool LoadTransferable(std::vector<ShaderDiskCacheRaw>& raws,
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std::vector<ShaderDiskCacheUsage>& usages);
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/// Saves a raw dump to the transferable file. Checks for collisions.
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/// Saves a raw dump to the transferable file. Checks for collisions.
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void SaveRaw(const ShaderDiskCacheRaw& entry);
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void SaveRaw(const ShaderDiskCacheRaw& entry);
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