gl_shader_disk_cache: Use better compression for transferable and precompiled shader disk chache files

This commit is contained in:
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2019-02-07 19:18:49 +01:00
parent 798d76f4c7
commit 74cee1b65d
3 changed files with 26 additions and 10 deletions

View File

@ -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);