common: Add more robust ZSTD handling. (#7071)
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@ -11,20 +11,25 @@ namespace Common::Compression {
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std::vector<u8> CompressDataZSTD(std::span<const u8> source, s32 compression_level) {
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std::vector<u8> CompressDataZSTD(std::span<const u8> source, s32 compression_level) {
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compression_level = std::clamp(compression_level, ZSTD_minCLevel(), ZSTD_maxCLevel());
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compression_level = std::clamp(compression_level, ZSTD_minCLevel(), ZSTD_maxCLevel());
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const std::size_t max_compressed_size = ZSTD_compressBound(source.size());
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const std::size_t max_compressed_size = ZSTD_compressBound(source.size());
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std::vector<u8> compressed(max_compressed_size);
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if (ZSTD_isError(max_compressed_size)) {
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LOG_ERROR(Common, "Error determining ZSTD maximum compressed size: {} ({})",
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ZSTD_getErrorName(max_compressed_size), max_compressed_size);
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return {};
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}
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std::vector<u8> compressed(max_compressed_size);
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const std::size_t compressed_size = ZSTD_compress(
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const std::size_t compressed_size = ZSTD_compress(
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compressed.data(), compressed.size(), source.data(), source.size(), compression_level);
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compressed.data(), compressed.size(), source.data(), source.size(), compression_level);
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if (ZSTD_isError(compressed_size)) {
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if (ZSTD_isError(compressed_size)) {
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// Compression failed
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LOG_ERROR(Common, "Error compressing ZSTD data: {} ({})",
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ZSTD_getErrorName(compressed_size), compressed_size);
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return {};
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return {};
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}
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}
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compressed.resize(compressed_size);
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compressed.resize(compressed_size);
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return compressed;
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return compressed;
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}
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}
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@ -35,15 +40,32 @@ std::vector<u8> CompressDataZSTDDefault(std::span<const u8> source) {
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std::vector<u8> DecompressDataZSTD(std::span<const u8> compressed) {
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std::vector<u8> DecompressDataZSTD(std::span<const u8> compressed) {
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const std::size_t decompressed_size =
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const std::size_t decompressed_size =
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ZSTD_getFrameContentSize(compressed.data(), compressed.size());
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ZSTD_getFrameContentSize(compressed.data(), compressed.size());
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std::vector<u8> decompressed(decompressed_size);
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if (decompressed_size == ZSTD_CONTENTSIZE_UNKNOWN) {
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LOG_ERROR(Common, "ZSTD decompressed size could not be determined.");
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return {};
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}
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if (decompressed_size == ZSTD_CONTENTSIZE_ERROR || ZSTD_isError(decompressed_size)) {
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LOG_ERROR(Common, "Error determining ZSTD decompressed size: {} ({})",
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ZSTD_getErrorName(decompressed_size), decompressed_size);
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return {};
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}
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std::vector<u8> decompressed(decompressed_size);
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const std::size_t uncompressed_result_size = ZSTD_decompress(
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const std::size_t uncompressed_result_size = ZSTD_decompress(
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decompressed.data(), decompressed.size(), compressed.data(), compressed.size());
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decompressed.data(), decompressed.size(), compressed.data(), compressed.size());
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if (decompressed_size != uncompressed_result_size || ZSTD_isError(uncompressed_result_size)) {
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if (decompressed_size != uncompressed_result_size) {
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// Decompression failed
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LOG_ERROR(Common, "ZSTD decompression expected {} bytes, got {}", decompressed_size,
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uncompressed_result_size);
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return {};
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return {};
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}
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}
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if (ZSTD_isError(uncompressed_result_size)) {
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LOG_ERROR(Common, "Error decompressing ZSTD data: {} ({})",
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ZSTD_getErrorName(uncompressed_result_size), uncompressed_result_size);
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return {};
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}
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return decompressed;
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return decompressed;
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}
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}
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@ -206,6 +206,10 @@ ShaderDiskCache::LoadPrecompiledFile(FileUtil::IOFile& file, bool compressed) {
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if (compressed) {
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if (compressed) {
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const std::vector<u8> decompressed =
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const std::vector<u8> decompressed =
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Common::Compression::DecompressDataZSTD(precompiled_file);
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Common::Compression::DecompressDataZSTD(precompiled_file);
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if (decompressed.empty()) {
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LOG_ERROR(Render_OpenGL, "Could not decompress precompiled shader cache.");
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return std::nullopt;
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}
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SaveArrayToPrecompiled(decompressed.data(), decompressed.size());
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SaveArrayToPrecompiled(decompressed.data(), decompressed.size());
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} else {
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} else {
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SaveArrayToPrecompiled(precompiled_file.data(), precompiled_file.size());
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SaveArrayToPrecompiled(precompiled_file.data(), precompiled_file.size());
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@ -10,10 +10,11 @@
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namespace Pica::Shader::Generator {
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namespace Pica::Shader::Generator {
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// NOTE: Changing the order impacts shader transferable and precompiled cache loading.
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enum ProgramType : u32 {
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enum ProgramType : u32 {
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VS = 0,
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VS = 0,
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GS = 2,
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FS = 1,
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FS = 1,
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GS = 2,
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};
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};
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enum Attributes {
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enum Attributes {
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