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https://github.com/PabloMK7/citra
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Address review and update zstd
This commit is contained in:
parent
936094dd27
commit
6945b6539f
9 changed files with 11 additions and 20 deletions
2
externals/zstd
vendored
2
externals/zstd
vendored
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@ -1 +1 @@
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Subproject commit 470344d33e1d52a2ada75d278466da8d4ee2faf6
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Subproject commit 10f0e6993f9d2f682da6d04aa2385b7d53cbb4ee
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@ -557,7 +557,7 @@ std::optional<std::string> GetCurrentDir() {
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#endif
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free(dir);
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return strDir;
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} // namespace FileUtil
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}
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bool SetCurrentDir(const std::string& directory) {
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#ifdef _WIN32
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@ -11,7 +11,7 @@
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namespace Common::Compression {
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std::vector<u8> CompressDataZSTD(const u8* source, std::size_t source_size, s32 compression_level) {
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compression_level = std::clamp(compression_level, 1, 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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std::vector<u8> compressed(max_compressed_size);
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@ -48,4 +48,4 @@ std::vector<u8> DecompressDataZSTD(const std::vector<u8>& compressed) {
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return decompressed;
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}
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} // namespace Common::Compression
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} // namespace Common::Compression
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@ -41,4 +41,4 @@ std::vector<u8> CompressDataZSTDDefault(const u8* source, std::size_t source_siz
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*/
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std::vector<u8> DecompressDataZSTD(const std::vector<u8>& compressed);
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} // namespace Common::Compression
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} // namespace Common::Compression
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@ -6,7 +6,6 @@
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#include <memory>
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#include "common/common_types.h"
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#include "core/frontend/emu_window.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/video_core.h"
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@ -15,7 +15,6 @@
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#include "common/microprofile.h"
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#include "common/scope_exit.h"
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#include "common/vector_math.h"
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#include "core/core.h"
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#include "core/hw/gpu.h"
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#include "video_core/pica_state.h"
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#include "video_core/regs_framebuffer.h"
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@ -19,7 +19,8 @@
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namespace OpenGL {
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using ShaderCacheVersionHash = std::array<u8, 64>;
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constexpr std::size_t HASH_LENGTH = 64;
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using ShaderCacheVersionHash = std::array<u8, HASH_LENGTH>;
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enum class TransferableEntryKind : u32 {
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Raw,
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@ -44,10 +45,6 @@ ShaderDiskCacheRaw::ShaderDiskCacheRaw(u64 unique_identifier, ProgramType progra
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: unique_identifier{unique_identifier}, program_type{program_type}, config{config},
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program_code{std::move(program_code)} {}
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ShaderDiskCacheRaw::ShaderDiskCacheRaw() = default;
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ShaderDiskCacheRaw::~ShaderDiskCacheRaw() = default;
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bool ShaderDiskCacheRaw::Load(FileUtil::IOFile& file) {
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if (file.ReadBytes(&unique_identifier, sizeof(u64)) != sizeof(u64) ||
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file.ReadBytes(&program_type, sizeof(u32)) != sizeof(u32)) {
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@ -107,8 +104,6 @@ bool ShaderDiskCacheRaw::Save(FileUtil::IOFile& file) const {
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ShaderDiskCache::ShaderDiskCache(bool separable) : separable{separable} {}
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ShaderDiskCache::~ShaderDiskCache() = default;
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std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable() {
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const bool has_title_id = GetProgramID() != 0;
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if (!Settings::values.use_disk_shader_cache || !has_title_id)
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@ -158,7 +153,7 @@ std::optional<std::vector<ShaderDiskCacheRaw>> ShaderDiskCache::LoadTransferable
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LOG_ERROR(Render_OpenGL, "Failed to load transferable raw entry - skipping");
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return {};
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}
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transferable.insert({entry.GetUniqueIdentifier(), {}});
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transferable.emplace(entry.GetUniqueIdentifier(), ShaderDiskCacheRaw{});
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raws.push_back(std::move(entry));
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break;
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}
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@ -46,8 +46,8 @@ class ShaderDiskCacheRaw {
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public:
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explicit ShaderDiskCacheRaw(u64 unique_identifier, ProgramType program_type,
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RawShaderConfig config, ProgramCode program_code);
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ShaderDiskCacheRaw();
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~ShaderDiskCacheRaw();
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ShaderDiskCacheRaw() = default;
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~ShaderDiskCacheRaw() = default;
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bool Load(FileUtil::IOFile& file);
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@ -90,7 +90,7 @@ struct ShaderDiskCacheDump {
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class ShaderDiskCache {
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public:
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explicit ShaderDiskCache(bool separable);
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~ShaderDiskCache();
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~ShaderDiskCache() = default;
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/// Loads transferable cache. If file has a old version or on failure, it deletes the file.
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std::optional<std::vector<ShaderDiskCacheRaw>> LoadTransferable();
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@ -19,8 +19,6 @@ class System;
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namespace OpenGL {
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class ShaderDiskCacheOpenGL;
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enum class UniformBindings : GLuint { Common, VS, GS };
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struct LightSrc {
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