Add LZ4 compression to WebGPU shaders
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@@ -12,6 +12,7 @@
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#include "Engine/Platform/FileSystem.h"
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#include <ThirdParty/glslang/SPIRV/SpvTools.h>
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#include <ThirdParty/spirv-tools/libspirv.hpp>
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#include <ThirdParty/LZ4/lz4.h>
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ShaderCompilerWebGPU::ShaderCompilerWebGPU(ShaderProfile profile)
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: ShaderCompilerVulkan(profile)
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@@ -90,6 +91,21 @@ bool ShaderCompilerWebGPU::Write(ShaderCompilationContext* context, ShaderFuncti
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FileSystem::DeleteFile(inputFile);
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FileSystem::DeleteFile(outputFile);
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// Compress
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const int32 srcSize = wgsl.Length() + 1;
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const int32 maxSize = LZ4_compressBound(srcSize);
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Array<byte> wgslCompressed;
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wgslCompressed.Resize(maxSize + sizeof(int32));
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const int32 dstSize = LZ4_compress_default(wgsl.Get(), (char*)wgslCompressed.Get() + sizeof(int32), srcSize, maxSize);
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if (dstSize > 0)
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{
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wgslCompressed.Resize(dstSize + sizeof(int32));
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*(int32*)wgslCompressed.Get() = srcSize; // Store original size in the beginning to decompress it
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header.Type = SpirvShaderHeader::Types::WGSL_LZ4;
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return WriteShaderFunctionPermutation(_context, meta, permutationIndex, bindings, &header, sizeof(header), wgslCompressed.Get(), wgslCompressed.Count());
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}
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header.Type = SpirvShaderHeader::Types::WGSL;
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return WriteShaderFunctionPermutation(_context, meta, permutationIndex, bindings, &header, sizeof(header), wgsl.Get(), wgsl.Length() + 1);
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}
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