asset compression
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57 changed files with 13237 additions and 8 deletions
46
lib/gdeflate/GDeflate.h
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46
lib/gdeflate/GDeflate.h
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/*
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* SPDX-FileCopyrightText: Copyright (c) 2020, 2021, 2022 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
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* SPDX-FileCopyrightText: Copyright (c) Microsoft Corportaion. All rights reserved.
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include "config.h"
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namespace GDeflate
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{
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// See README.MD in libdeflate_1_8 for details on Compression Levels
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static const uint32_t MinimumCompressionLevel = 1;
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static const uint32_t MaximumCompressionLevel = 12;
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enum Flags
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{
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COMPRESS_SINGLE_THREAD = 0x200, /*!< Force compression using a single thread. */
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};
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size_t CompressBound(size_t size);
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bool Compress(
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uint8_t* output,
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size_t* outputSize,
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const uint8_t* in,
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size_t inSize,
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uint32_t level,
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uint32_t flags);
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bool Decompress(uint8_t* output, size_t outputSize, const uint8_t* in, size_t inSize, uint32_t numWorkers);
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} // namespace GDeflate
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