gl_shader_disk_cache: Add precompiled load
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@ -121,6 +121,45 @@ bool ShaderDiskCacheOpenGL::LoadTransferable(std::vector<ShaderDiskCacheRaw>& ra
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return true;
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return true;
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}
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}
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std::vector<ShaderDiskCachePrecompiledEntry> ShaderDiskCacheOpenGL::LoadPrecompiled() {
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FileUtil::IOFile file(GetPrecompiledPath(), "rb");
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if (!file.IsOpen()) {
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LOG_INFO(Render_OpenGL, "No precompiled shader cache found for game with title id={}",
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GetTitleID());
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return {};
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}
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const u64 file_size = file.GetSize();
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u64 precompiled_hash{};
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file.ReadBytes(&precompiled_hash, sizeof(precompiled_hash));
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if (precompiled_hash != PrecompiledHash) {
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LOG_INFO(Render_OpenGL, "Precompiled cache is from another version of yuzu - removing");
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file.Close();
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InvalidatePrecompiled();
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return {};
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}
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std::vector<ShaderDiskCachePrecompiledEntry> precompiled;
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while (file.Tell() < file_size) {
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ShaderDiskCachePrecompiledEntry entry;
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file.ReadBytes(&entry.usage, sizeof(entry.usage));
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file.ReadBytes(&entry.binary_format, sizeof(u32));
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u32 binary_length{};
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file.ReadBytes(&binary_length, sizeof(u32));
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entry.binary.resize(binary_length);
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file.ReadBytes(entry.binary.data(), entry.binary.size());
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precompiled.push_back(entry);
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}
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return precompiled;
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}
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void ShaderDiskCacheOpenGL::InvalidatePrecompiled() const {
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FileUtil::Delete(GetPrecompiledPath());
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}
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void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
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void ShaderDiskCacheOpenGL::SaveRaw(const ShaderDiskCacheRaw& entry) {
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const u64 id = entry.GetUniqueIdentifier();
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const u64 id = entry.GetUniqueIdentifier();
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if (transferable.find(id) != transferable.end()) {
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if (transferable.find(id) != transferable.end()) {
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@ -144,6 +144,12 @@ public:
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bool LoadTransferable(std::vector<ShaderDiskCacheRaw>& raws,
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bool LoadTransferable(std::vector<ShaderDiskCacheRaw>& raws,
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std::vector<ShaderDiskCacheUsage>& usages);
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std::vector<ShaderDiskCacheUsage>& usages);
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/// Loads current game's precompiled cache. Invalidates if emulator's version has changed.
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std::vector<ShaderDiskCachePrecompiledEntry> LoadPrecompiled();
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/// Removes the precompiled cache file.
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void InvalidatePrecompiled() const;
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/// Saves a raw dump to the transferable file. Checks for collisions.
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/// Saves a raw dump to the transferable file. Checks for collisions.
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void SaveRaw(const ShaderDiskCacheRaw& entry);
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void SaveRaw(const ShaderDiskCacheRaw& entry);
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