gl_shader_disk_cache: Use better compression for transferable and precompiled shader disk chache files

This commit is contained in:
unknown 2019-02-07 19:18:49 +01:00
parent 798d76f4c7
commit 74cee1b65d
3 changed files with 26 additions and 10 deletions

View file

@ -475,7 +475,7 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
return;
const std::vector<u8> compressed_code{
Compression::CompressDataLZ4(reinterpret_cast<const u8*>(code.data()), code.size())};
Compression::CompressDataLZ4(reinterpret_cast<const u8*>(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<u8> 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}",