gl_shader_disk_cache: Use better compression for transferable and precompiled shader disk chache files
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@ -10,7 +10,13 @@
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namespace Compression {
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std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size);
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// Compresses a source memory region with LZ4 and returns the compressed data in an vector. If
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// use_LZ4_high_compression is true, the LZ4 subalgortihmn LZ4HC is used with the highst possible
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// compression level. This results in a smaller compressed size, but requires more CPU time for
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// compression. Data compressed with LZ4HC can also be decompressed with the default LZ4
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// decompression function.
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std::vector<u8> CompressDataLZ4(const u8* source, std::size_t source_size,
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bool use_LZ4_high_compression);
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std::vector<u8> DecompressDataLZ4(const std::vector<u8>& compressed, std::size_t uncompressed_size);
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