185 lines
7.3 KiB
XML
185 lines
7.3 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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<name>EpicGames.Oodle</name>
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</assembly>
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<members>
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<member name="T:EpicGames.Compression.OodleCompressorType">
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<summary>
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Compressor type to use
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressorType.None">
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<summary>
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None = memcpy, pass through uncompressed bytes
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressorType.Kraken">
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<summary>
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Fast decompression and high compression ratios, amazing!
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressorType.Leviathan">
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<summary>
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Leviathan = Kraken's big brother with higher compression, slightly slower decompression.
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressorType.Mermaid">
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<summary>
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Mermaid is between Kraken and Selkie - crazy fast, still decent compression.
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressorType.Selkie">
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<summary>
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Selkie is a super-fast relative of Mermaid. For maximum decode speed.
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressorType.Hydra">
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<summary>
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Hydra, the many-headed beast = Leviathan, Kraken, Mermaid, or Selkie (see $OodleLZ_About_Hydra)
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</summary>
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</member>
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<member name="T:EpicGames.Compression.OodleCompressionLevel">
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<summary>
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Compression level
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.None">
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<summary>
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Don't compress, just copy raw bytes
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.SuperFast">
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<summary>
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Super fast mode, lower compression ratio
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.VeryFast">
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<summary>
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Fastest LZ mode with still decent compression ratio
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.Fast">
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<summary>
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Fast - good for daily use
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.Normal">
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<summary>
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Standard medium speed LZ mode
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.Optimal1">
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<summary>
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Optimal parse level 1 (faster optimal encoder)
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.Optimal2">
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<summary>
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Optimal parse level 2 (recommended baseline optimal encoder)
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.Optimal3">
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<summary>
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Optimal parse level 3 (slower optimal encoder)
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.Optimal4">
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<summary>
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Optimal parse level 4 (very slow optimal encoder)
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.Optimal5">
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<summary>
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Optimal parse level 5 (don't care about encode speed, maximum compression)
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.HyperFast1">
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<summary>
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Faster than SuperFast, less compression
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.HyperFast2">
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<summary>
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Faster than HyperFast1, less compression
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.HyperFast3">
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<summary>
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Faster than HyperFast2, less compression
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.HyperFast4">
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<summary>
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Fastest, less compression
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.HyperFast">
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<summary>
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Alias hyperfast base level
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.Optimal">
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<summary>
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Alias optimal standard level
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.Max">
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<summary>
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Maximum compression level
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</summary>
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</member>
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<member name="F:EpicGames.Compression.OodleCompressionLevel.Min">
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<summary>
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fastest compression level
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</summary>
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</member>
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<member name="T:EpicGames.Compression.OodleException">
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<summary>
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Base class for oodle exceptions
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</summary>
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</member>
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<member name="M:EpicGames.Compression.OodleException.#ctor(System.String)">
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<summary>
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Constructor
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</summary>
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</member>
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<member name="T:EpicGames.Compression.Oodle">
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<summary>
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Wraps an instance of the Oodle compressor
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</summary>
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</member>
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<member name="M:EpicGames.Compression.Oodle.#cctor">
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<summary>
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Static constructor. Registers the import resolver for the native Oodle library.
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</summary>
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</member>
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<member name="M:EpicGames.Compression.Oodle.Compress(EpicGames.Compression.OodleCompressorType,System.ReadOnlySpan{System.Byte},System.Span{System.Byte},EpicGames.Compression.OodleCompressionLevel)">
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<summary>
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Compress a block of data
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</summary>
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<param name="compressor">Compressor to use</param>
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<param name="inputData">Data to be compressed</param>
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<param name="outputData">Buffer for output data</param>
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<param name="compressionLevel">Desired compression level</param>
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<returns></returns>
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</member>
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<member name="M:EpicGames.Compression.Oodle.MaximumOutputSize(EpicGames.Compression.OodleCompressorType,System.Int32)">
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<summary>
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Determines the max size of the compressed buffer
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</summary>
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<param name="compressor">Compressor type to use</param>
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<param name="uncompressedLength">Length of the input data</param>
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<returns>Size of the buffer required for output data</returns>
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</member>
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<member name="M:EpicGames.Compression.Oodle.Decompress(System.ReadOnlySpan{System.Byte},System.Span{System.Byte})">
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<summary>
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Decompresses a block of data
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</summary>
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<param name="inputData">The compressed buffer</param>
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<param name="outputData">Output buffer for decompressed data</param>
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<returns></returns>
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</member>
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</members>
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</doc>
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