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