gl_shader_disk_cache: Consider compressed size zero as an error
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
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				| @ -59,7 +59,7 @@ std::vector<u8> CompressData(const T* source, std::size_t source_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) { | ||||
|     if (compressed_size <= 0) { | ||||
|         // Compression failed
 | ||||
|         return {}; | ||||
|     } | ||||
| @ -649,4 +649,4 @@ std::string ShaderDiskCacheOpenGL::GetTitleID() const { | ||||
|     return fmt::format("{:016X}", system.CurrentProcess()->GetTitleID()); | ||||
| } | ||||
| 
 | ||||
| } // namespace OpenGL
 | ||||
| } // namespace OpenGL
 | ||||
|  | ||||
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