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Merge pull request #2098 from FreddyFunk/disk-cache-zstd

gl_shader_disk_cache: Use Zstandard for compression
bunnei 7 years ago
parent
commit
21a4e7deea

+ 3 - 0
.gitmodules

@@ -40,3 +40,6 @@
 [submodule "Vulkan-Headers"]
     path = externals/Vulkan-Headers
     url = https://github.com/KhronosGroup/Vulkan-Headers.git
+[submodule "externals/zstd"]
+    path = externals/zstd
+    url = https://github.com/facebook/zstd

+ 4 - 0
externals/CMakeLists.txt

@@ -49,6 +49,10 @@ add_subdirectory(open_source_archives EXCLUDE_FROM_ALL)
 add_library(unicorn-headers INTERFACE)
 target_include_directories(unicorn-headers INTERFACE ./unicorn/include)
 
+# Zstandard
+add_subdirectory(zstd/build/cmake EXCLUDE_FROM_ALL)
+target_include_directories(libzstd_static INTERFACE ./zstd/lib)
+
 # SoundTouch
 add_subdirectory(soundtouch)
 

+ 1 - 0
externals/zstd

@@ -0,0 +1 @@
+Subproject commit 470344d33e1d52a2ada75d278466da8d4ee2faf6

+ 3 - 1
src/common/CMakeLists.txt

@@ -125,6 +125,8 @@ add_library(common STATIC
     uint128.h
     vector_math.h
     web_result.h
+    zstd_compression.cpp
+    zstd_compression.h
 )
 
 if(ARCHITECTURE_x86_64)
@@ -138,4 +140,4 @@ endif()
 create_target_directory_groups(common)
 
 target_link_libraries(common PUBLIC Boost::boost fmt microprofile)
-target_link_libraries(common PRIVATE lz4_static)
+target_link_libraries(common PRIVATE lz4_static libzstd_static)

+ 53 - 0
src/common/zstd_compression.cpp

@@ -0,0 +1,53 @@
+// Copyright 2019 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <algorithm>
+#include <zstd.h>
+
+#include "common/assert.h"
+#include "common/zstd_compression.h"
+
+namespace Common::Compression {
+
+std::vector<u8> CompressDataZSTD(const u8* source, std::size_t source_size, s32 compression_level) {
+    compression_level = std::clamp(compression_level, 1, ZSTD_maxCLevel());
+
+    const std::size_t max_compressed_size = ZSTD_compressBound(source_size);
+    std::vector<u8> compressed(max_compressed_size);
+
+    const std::size_t compressed_size =
+        ZSTD_compress(compressed.data(), compressed.size(), source, source_size, compression_level);
+
+    if (ZSTD_isError(compressed_size)) {
+        // Compression failed
+        return {};
+    }
+
+    compressed.resize(compressed_size);
+
+    return compressed;
+}
+
+std::vector<u8> CompressDataZSTDDefault(const u8* source, std::size_t source_size) {
+    return CompressDataZSTD(source, source_size, ZSTD_CLEVEL_DEFAULT);
+}
+
+std::vector<u8> DecompressDataZSTD(const std::vector<u8>& compressed) {
+    const std::size_t decompressed_size =
+        ZSTD_getDecompressedSize(compressed.data(), compressed.size());
+    std::vector<u8> decompressed(decompressed_size);
+
+    const std::size_t uncompressed_result_size = ZSTD_decompress(
+        decompressed.data(), decompressed.size(), compressed.data(), compressed.size());
+
+    if (decompressed_size != uncompressed_result_size || ZSTD_isError(uncompressed_result_size)) {
+        // Decompression failed
+        return {};
+    }
+    return decompressed;
+}
+
+} // namespace Common::Compression

+ 42 - 0
src/common/zstd_compression.h

@@ -0,0 +1,42 @@
+// Copyright 2019 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include <vector>
+
+#include "common/common_types.h"
+
+namespace Common::Compression {
+
+/**
+ * Compresses a source memory region with Zstandard and returns the compressed data in a vector.
+ *
+ * @param source the uncompressed source memory region.
+ * @param source_size the size in bytes of the uncompressed source memory region.
+ * @param compression_level the used compression level. Should be between 1 and 22.
+ *
+ * @return the compressed data.
+ */
+std::vector<u8> CompressDataZSTD(const u8* source, std::size_t source_size, s32 compression_level);
+
+/**
+ * Compresses a source memory region with Zstandard with the default compression level and returns
+ * the compressed data in a vector.
+ *
+ * @param source the uncompressed source memory region.
+ * @param source_size the size in bytes of the uncompressed source memory region.
+ *
+ * @return the compressed data.
+ */
+std::vector<u8> CompressDataZSTDDefault(const u8* source, std::size_t source_size);
+
+/**
+ * Decompresses a source memory region with Zstandard and returns the uncompressed data in a vector.
+ *
+ * @param compressed the compressed source memory region.
+ *
+ * @return the decompressed data.
+ */
+std::vector<u8> DecompressDataZSTD(const std::vector<u8>& compressed);
+
+} // namespace Common::Compression

+ 6 - 6
src/video_core/renderer_opengl/gl_shader_disk_cache.cpp

@@ -10,8 +10,8 @@
 #include "common/common_types.h"
 #include "common/file_util.h"
 #include "common/logging/log.h"
-#include "common/lz4_compression.h"
 #include "common/scm_rev.h"
+#include "common/zstd_compression.h"
 
 #include "core/core.h"
 #include "core/hle/kernel/process.h"
@@ -259,7 +259,7 @@ ShaderDiskCacheOpenGL::LoadPrecompiledFile(FileUtil::IOFile& file) {
                 return {};
             }
 
-            dump.binary = Common::Compression::DecompressDataLZ4(compressed_binary, binary_length);
+            dump.binary = Common::Compression::DecompressDataZSTD(compressed_binary);
             if (dump.binary.empty()) {
                 return {};
             }
@@ -288,7 +288,7 @@ std::optional<ShaderDiskCacheDecompiled> ShaderDiskCacheOpenGL::LoadDecompiledEn
         return {};
     }
 
-    const std::vector<u8> code = Common::Compression::DecompressDataLZ4(compressed_code, code_size);
+    const std::vector<u8> code = Common::Compression::DecompressDataZSTD(compressed_code);
     if (code.empty()) {
         return {};
     }
@@ -474,8 +474,8 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
     if (!IsUsable())
         return;
 
-    const std::vector<u8> compressed_code{Common::Compression::CompressDataLZ4HC(
-        reinterpret_cast<const u8*>(code.data()), code.size(), 9)};
+    const std::vector<u8> compressed_code{Common::Compression::CompressDataZSTDDefault(
+        reinterpret_cast<const u8*>(code.data()), code.size())};
     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 =
-        Common::Compression::CompressDataLZ4HC(binary.data(), binary.size(), 9);
+        Common::Compression::CompressDataZSTDDefault(binary.data(), binary.size());
 
     if (compressed_binary.empty()) {
         LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}",