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using Ryujinx.Common.Logging;
using System.IO;
namespace Ryujinx.Graphics.Gpu.Shader.DiskCache
{
/// <summary>
/// Common disk cache utility methods.
/// </summary>
static class DiskCacheCommon
{
/// <summary>
/// Opens a file for read or write.
/// </summary>
/// <param name="basePath">Base path of the file (should not include the file name)</param>
/// <param name="fileName">Name of the file</param>
/// <param name="writable">Indicates if the file will be read or written</param>
/// <returns>File stream</returns>
public static FileStream OpenFile(string basePath, string fileName, bool writable)
{
string fullPath = Path.Combine(basePath, fileName);
FileMode mode;
FileAccess access;
if (writable)
{
mode = FileMode.OpenOrCreate;
access = FileAccess.ReadWrite;
}
else
{
mode = FileMode.Open;
access = FileAccess.Read;
}
try
{
return new FileStream(fullPath, mode, access, FileShare.Read);
}
catch (IOException ioException)
{
Logger.Error?.Print(LogClass.Gpu, $"Could not access file \"{fullPath}\". {ioException.Message}");
throw new DiskCacheLoadException(DiskCacheLoadResult.NoAccess);
}
}
/// <summary>
/// Gets the compression algorithm that should be used when writing the disk cache.
/// </summary>
/// <returns>Compression algorithm</returns>
public static CompressionAlgorithm GetCompressionAlgorithm()
{
return CompressionAlgorithm.Brotli;
}
}
}
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