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data_compression: Move LZ4 compression from video_core/gl_shader_disk_cache to common/data_compression

This commit is contained in:
unknown 2019-02-07 18:28:06 +01:00
parent f770c17d01
commit 798d76f4c7
5 changed files with 75 additions and 39 deletions

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@ -79,6 +79,8 @@ add_library(common STATIC
common_funcs.h common_funcs.h
common_paths.h common_paths.h
common_types.h common_types.h
data_compression.cpp
data_compression.h
file_util.cpp file_util.cpp
file_util.h file_util.h
hash.h hash.h
@ -136,3 +138,4 @@ endif()
create_target_directory_groups(common) create_target_directory_groups(common)
target_link_libraries(common PUBLIC Boost::boost fmt microprofile) target_link_libraries(common PUBLIC Boost::boost fmt microprofile)
target_link_libraries(common PRIVATE lz4_static)

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@ -0,0 +1,46 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <lz4.h>
#include "data_compression.h"
namespace Compression {
std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size) {
if (source_size > LZ4_MAX_INPUT_SIZE) {
// Source size exceeds LZ4 maximum input size
return {};
}
const auto source_size_int = static_cast<int>(source_size);
const int max_compressed_size = LZ4_compressBound(source_size_int);
std::vector<u8> compressed(max_compressed_size);
const int compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source),
reinterpret_cast<char*>(compressed.data()),
source_size_int, max_compressed_size);
if (compressed_size <= 0) {
// Compression failed
return {};
}
compressed.resize(compressed_size);
return compressed;
}
std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size) {
std::vector<u8> uncompressed(uncompressed_size);
const int size_check = LZ4_decompress_safe(reinterpret_cast<const char*>(compressed.data()),
reinterpret_cast<char*>(uncompressed.data()),
static_cast<int>(compressed.size()),
static_cast<int>(uncompressed.size()));
if (static_cast<int>(uncompressed_size) != size_check) {
// Decompression failed
return {};
}
return uncompressed;
}
} // namespace Compression

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@ -0,0 +1,17 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <vector>
#include "common/common_types.h"
namespace Compression {
std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size);
std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size);
} // namespace Compression

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@ -137,4 +137,4 @@ endif()
create_target_directory_groups(video_core) create_target_directory_groups(video_core)
target_link_libraries(video_core PUBLIC common core) target_link_libraries(video_core PUBLIC common core)
target_link_libraries(video_core PRIVATE glad lz4_static) target_link_libraries(video_core PRIVATE glad)

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@ -4,11 +4,11 @@
#include <cstring> #include <cstring>
#include <fmt/format.h> #include <fmt/format.h>
#include <lz4.h>
#include "common/assert.h" #include "common/assert.h"
#include "common/common_paths.h" #include "common/common_paths.h"
#include "common/common_types.h" #include "common/common_types.h"
#include "common/data_compression.h"
#include "common/file_util.h" #include "common/file_util.h"
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/scm_rev.h" #include "common/scm_rev.h"
@ -49,39 +49,6 @@ ShaderCacheVersionHash GetShaderCacheVersionHash() {
return hash; return hash;
} }
template <typename T>
std::vector<u8> CompressData(const T* source, std::size_t source_size) {
if (source_size > LZ4_MAX_INPUT_SIZE) {
// Source size exceeds LZ4 maximum input size
return {};
}
const auto source_size_int = static_cast<int>(source_size);
const int max_compressed_size = LZ4_compressBound(source_size_int);
std::vector<u8> compressed(max_compressed_size);
const int compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source),
reinterpret_cast<char*>(compressed.data()),
source_size_int, max_compressed_size);
if (compressed_size <= 0) {
// Compression failed
return {};
}
compressed.resize(compressed_size);
return compressed;
}
std::vector<u8> DecompressData(const std::vector<u8>& compressed, std::size_t uncompressed_size) {
std::vector<u8> uncompressed(uncompressed_size);
const int size_check = LZ4_decompress_safe(reinterpret_cast<const char*>(compressed.data()),
reinterpret_cast<char*>(uncompressed.data()),
static_cast<int>(compressed.size()),
static_cast<int>(uncompressed.size()));
if (static_cast<int>(uncompressed_size) != size_check) {
// Decompression failed
return {};
}
return uncompressed;
}
} // namespace } // namespace
ShaderDiskCacheRaw::ShaderDiskCacheRaw(u64 unique_identifier, Maxwell::ShaderProgram program_type, ShaderDiskCacheRaw::ShaderDiskCacheRaw(u64 unique_identifier, Maxwell::ShaderProgram program_type,
@ -292,7 +259,7 @@ ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
return {}; return {};
} }
dump.binary = DecompressData(compressed_binary, binary_length); dump.binary = Compression::DecompressDataLZ4(compressed_binary, binary_length);
if (dump.binary.empty()) { if (dump.binary.empty()) {
return {}; return {};
} }
@ -321,7 +288,7 @@ std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEn
return {}; return {};
} }
const std::vector<u8> code = DecompressData(compressed_code, code_size); const std::vector<u8> code = Compression::DecompressDataLZ4(compressed_code, code_size);
if (code.empty()) { if (code.empty()) {
return {}; return {};
} }
@ -507,7 +474,8 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
if (!IsUsable()) if (!IsUsable())
return; return;
const std::vector<u8> compressed_code{CompressData(code.data(), code.size())}; const std::vector<u8> compressed_code{
Compression::CompressDataLZ4(reinterpret_cast<const u8*>(code.data()), code.size())};
if (compressed_code.empty()) { if (compressed_code.empty()) {
LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}", LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}",
unique_identifier); unique_identifier);
@ -537,7 +505,9 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p
std::vector<u8> binary(binary_length); std::vector<u8> binary(binary_length);
glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data()); glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data());
const std::vector<u8> compressed_binary = CompressData(binary.data(), binary.size()); const std::vector<u8> compressed_binary =
Compression::CompressDataLZ4(binary.data(), binary.size());
if (compressed_binary.empty()) { if (compressed_binary.empty()) {
LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}", LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}",
usage.unique_identifier); usage.unique_identifier);