From 74cee1b65d1c27006c44051c7c8228bbb4827eb7 Mon Sep 17 00:00:00 2001 From: unknown Date: Thu, 7 Feb 2019 19:18:49 +0100 Subject: gl_shader_disk_cache: Use better compression for transferable and precompiled shader disk chache files --- src/common/data_compression.h | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) (limited to 'src/common/data_compression.h') diff --git a/src/common/data_compression.h b/src/common/data_compression.h index 70878b8d9..f7264b7b8 100644 --- a/src/common/data_compression.h +++ b/src/common/data_compression.h @@ -10,7 +10,13 @@ namespace Compression { -std::vector 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 CompressDataLZ4(const u8* source, std::size_t source_size, + bool use_LZ4_high_compression); std::vector DecompressDataLZ4(const std::vector& compressed, std::size_t uncompressed_size); -- cgit v1.2.3