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@ -474,8 +474,8 @@ void ShaderDiskCacheOpenGL::SaveDecompiled(u64 unique_identifier, const std::str |
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if (!IsUsable()) |
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return; |
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const std::vector<u8> compressed_code{Common::Compression::CompressDataLZ4HCMax( |
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reinterpret_cast<const u8*>(code.data()), code.size())}; |
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const std::vector<u8> compressed_code{Common::Compression::CompressDataLZ4HC( |
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reinterpret_cast<const u8*>(code.data()), code.size(), 9)}; |
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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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@ -506,7 +506,7 @@ void ShaderDiskCacheOpenGL::SaveDump(const ShaderDiskCacheUsage& usage, GLuint p |
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glGetProgramBinary(program, binary_length, nullptr, &binary_format, binary.data()); |
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const std::vector<u8> compressed_binary = |
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Common::Compression::CompressDataLZ4HCMax(binary.data(), binary.size()); |
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Common::Compression::CompressDataLZ4HC(binary.data(), binary.size(), 9); |
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if (compressed_binary.empty()) { |
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LOG_ERROR(Render_OpenGL, "Failed to compress binary program in shader={:016x}", |
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