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	gl_shader_disk_cache: Compress GLSL code using LZ4
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				@ -104,4 +104,4 @@ add_library(video_core STATIC
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create_target_directory_groups(video_core)
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target_link_libraries(video_core PUBLIC common core)
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target_link_libraries(video_core PRIVATE glad)
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target_link_libraries(video_core PRIVATE glad lz4_static)
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@ -5,8 +5,8 @@
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#pragma once
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#include <cstring>
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#include <fmt/format.h>
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#include <lz4.h>
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#include "common/assert.h"
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#include "common/common_paths.h"
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@ -51,6 +51,35 @@ std::string GetShaderHash() {
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    std::strncpy(hash.data(), Common::g_shader_cache_version, ShaderHashSize);
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    return std::string(hash.data());
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}
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template <typename T>
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std::vector<u8> CompressData(const T* source, std::size_t source_size) {
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    const auto source_size_int = static_cast<int>(source_size);
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    const int max_compressed_size = LZ4_compressBound(source_size_int);
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    std::vector<u8> compressed(max_compressed_size);
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    const int compressed_size = LZ4_compress_default(reinterpret_cast<const char*>(source),
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                                                     reinterpret_cast<char*>(compressed.data()),
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                                                     source_size_int, max_compressed_size);
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    if (compressed_size < 0) {
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        // Compression failed
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        return {};
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    }
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    compressed.resize(compressed_size);
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    return compressed;
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}
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std::vector<u8> DecompressData(const std::vector<u8>& compressed, std::size_t uncompressed_size) {
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    std::vector<u8> uncompressed(uncompressed_size);
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    const int size_check = LZ4_decompress_safe(reinterpret_cast<const char*>(compressed.data()),
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                                               reinterpret_cast<char*>(uncompressed.data()),
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                                               static_cast<int>(compressed.size()),
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                                               static_cast<int>(uncompressed.size()));
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    if (static_cast<int>(uncompressed_size) != size_check) {
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        // Decompression failed
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        return {};
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    }
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    return uncompressed;
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}
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} // namespace
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ShaderDiskCacheRaw::ShaderDiskCacheRaw(FileUtil::IOFile& file) {
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@ -175,10 +204,24 @@ bool ShaderDiskCacheOpenGL::LoadPrecompiled(
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            file.ReadBytes(&unique_identifier, sizeof(u64));
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            u32 code_size{};
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            u32 compressed_code_size{};
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            file.ReadBytes(&code_size, sizeof(u32));
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            std::vector<u8> code(code_size);
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            file.ReadArray(code.data(), code.size());
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            entry.code = std::string(reinterpret_cast<char*>(code.data()), code_size);
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            file.ReadBytes(&compressed_code_size, sizeof(u32));
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            std::vector<u8> compressed_code(compressed_code_size);
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            file.ReadArray(compressed_code.data(), compressed_code.size());
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            const std::vector<u8> code = DecompressData(compressed_code, code_size);
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            if (code.empty()) {
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                LOG_ERROR(Render_OpenGL,
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                          "Failed to decompress GLSL code in precompiled shader={:016x} - removing",
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                          unique_identifier);
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                InvalidatePrecompiled();
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                dumps.clear();
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                decompiled.clear();
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                return false;
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            }
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            entry.code = std::string(reinterpret_cast<const char*>(code.data()), code_size);
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            u32 const_buffers_count{};
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            file.ReadBytes(&const_buffers_count, sizeof(u32));
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@ -321,12 +364,20 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str
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        return;
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    }
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    const std::vector<u8> compressed_code{CompressData(code.data(), code.size())};
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    if (compressed_code.empty()) {
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        LOG_ERROR(Render_OpenGL, "Failed to compress GLSL code - skipping shader {:016x}",
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                  unique_identifier);
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        return;
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    }
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    file.WriteObject(static_cast<u32>(PrecompiledEntryKind::Decompiled));
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    file.WriteObject(unique_identifier);
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    file.WriteObject(static_cast<u32>(code.size()));
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    file.WriteArray(code.data(), code.size());
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    file.WriteObject(static_cast<u32>(compressed_code.size()));
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    file.WriteArray(compressed_code.data(), compressed_code.size());
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    file.WriteObject(static_cast<u32>(entries.const_buffers.size()));
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    for (const auto& cbuf : entries.const_buffers) {
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