Merge pull request #2093 from FreddyFunk/disk-cache-better-compression
Better LZ4 compression utilization for the disk based shader cache and the yuzu build system
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commit
d6374b2522
7 changed files with 152 additions and 49 deletions
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@ -4,13 +4,13 @@
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#include <cstring>
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#include <fmt/format.h>
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#include <lz4.h>
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#include "common/assert.h"
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#include "common/common_paths.h"
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#include "common/common_types.h"
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#include "common/file_util.h"
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#include "common/logging/log.h"
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#include "common/lz4_compression.h"
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#include "common/scm_rev.h"
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#include "core/core.h"
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@ -49,39 +49,6 @@ ShaderCacheVersionHash GetShaderCacheVersionHash() {
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return hash;
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}
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template <typename T>
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std::vector<u8> CompressData(const T* source, std::size_t source_size) {
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if (source_size > LZ4_MAX_INPUT_SIZE) {
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// Source size exceeds LZ4 maximum input size
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return {};
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}
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const auto source_size_int = static_cast<int>(source_size);
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const int max_compressed_size = LZ4_compressBound(source_size_int);
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std::vector<u8> compressed(max_compressed_size);
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const int compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source),
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reinterpret_cast<char*>(compressed.data()),
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source_size_int, max_compressed_size);
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if (compressed_size <= 0) {
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// Compression failed
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return {};
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}
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compressed.resize(compressed_size);
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return compressed;
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}
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std::vector<u8> DecompressData(const std::vector<u8>& compressed, std::size_t uncompressed_size) {
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std::vector<u8> uncompressed(uncompressed_size);
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const int size_check = LZ4_decompress_safe(reinterpret_cast<const char*>(compressed.data()),
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reinterpret_cast<char*>(uncompressed.data()),
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static_cast<int>(compressed.size()),
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static_cast<int>(uncompressed.size()));
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if (static_cast<int>(uncompressed_size) != size_check) {
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// Decompression failed
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return {};
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}
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return uncompressed;
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}
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} // namespace
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ShaderDiskCacheRaw::ShaderDiskCacheRaw(u64 unique_identifier, Maxwell::ShaderProgram program_type,
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@ -292,7 +259,7 @@ ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
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return {};
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}
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dump.binary = DecompressData(compressed_binary, binary_length);
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dump.binary = Common::Compression::DecompressDataLZ4(compressed_binary, binary_length);
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if (dump.binary.empty()) {
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return {};
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}
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@ -321,7 +288,7 @@ std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEn
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return {};
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}
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const std::vector<u8> code = DecompressData(compressed_code, code_size);
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const std::vector<u8> code = Common::Compression::DecompressDataLZ4(compressed_code, code_size);
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if (code.empty()) {
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return {};
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}
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@ -507,7 +474,8 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
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if (!IsUsable())
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return;
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const std::vector<u8> compressed_code{CompressData(code.data(), code.size())};
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const std::vector<u8> compressed_code{Common::Compression::CompressDataLZ4HC(
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reinterpret_cast<const u8*>(code.data()), code.size(), 9)};
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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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@ -537,7 +505,9 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p
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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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const std::vector<u8> compressed_binary = CompressData(binary.data(), binary.size());
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const std::vector<u8> compressed_binary =
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Common::Compression::CompressDataLZ4HC(binary.data(), binary.size(), 9);
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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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