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-rw-r--r--src/common/data_compression.cpp24
-rw-r--r--src/common/data_compression.h8
-rw-r--r--src/video_core/renderer_opengl/gl_shader_disk_cache.cpp4
3 files changed, 26 insertions, 10 deletions
diff --git a/src/common/data_compression.cpp b/src/common/data_compression.cpp
index 624b8ac47..fdf4907d1 100644
--- a/src/common/data_compression.cpp
+++ b/src/common/data_compression.cpp
@@ -4,14 +4,14 @@
#pragma once
-#include <lz4.h>
+#include <lz4hc.h>
#include "data_compression.h"
namespace Compression {
-
-std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size) {
+std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size,
+ bool use_LZ4_high_compression) {
if (source_size > LZ4_MAX_INPUT_SIZE) {
// Source size exceeds LZ4 maximum input size
return {};
@@ -19,9 +19,18 @@ std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size) {
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);
+ int compressed_size = 0;
+
+ if (use_LZ4_high_compression) {
+ compressed_size = LZ4_compress_HC(reinterpret_cast<const char*>(source),
+ reinterpret_cast<char*>(compressed.data()),
+ source_size_int, max_compressed_size, LZ4HC_CLEVEL_MAX);
+ } else {
+ 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 {};
@@ -30,7 +39,8 @@ std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size) {
return compressed;
}
-std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size) {
+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()),
diff --git a/src/common/data_compression.h b/src/common/data_compression.h
index 70878b8d9..f7264b7b8 100644
--- a/src/common/data_compression.h
+++ b/src/common/data_compression.h
@@ -10,7 +10,13 @@
namespace Compression {
-std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size);
+// Compresses a source memory region with LZ4 and returns the compressed data in an vector. If
+// use_LZ4_high_compression is true, the LZ4 subalgortihmn LZ4HC is used with the highst possible
+// compression level. This results in a smaller compressed size, but requires more CPU time for
+// compression. Data compressed with LZ4HC can also be decompressed with the default LZ4
+// decompression function.
+std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size,
+ bool use_LZ4_high_compression);
std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size);
diff --git a/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp b/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp
index a74b66a90..0c8001b19 100644
--- a/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp
@@ -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}",