forked from eden-emu/eden
gl_shader_disk_cache: Use better compression for transferable and precompiled shader disk chache files
This commit is contained in:
parent
96e14e0718
commit
19f787cdea
3 changed files with 26 additions and 10 deletions
|
@ -10,7 +10,13 @@
|
|||
|
||||
namespace Compression {
|
||||
|
||||
std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size);
|
||||
// Compresses a source memory region with LZ4 and returns the compressed data in an vector. If
|
||||
// use_LZ4_high_compression is true, the LZ4 subalgortihmn LZ4HC is used with the highst possible
|
||||
// compression level. This results in a smaller compressed size, but requires more CPU time for
|
||||
// compression. Data compressed with LZ4HC can also be decompressed with the default LZ4
|
||||
// decompression function.
|
||||
std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size,
|
||||
bool use_LZ4_high_compression);
|
||||
|
||||
std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size);
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue