zstd_compression: Make use of std::span in interfaces

Allows condensing the data and size parameters into a single argument.
This commit is contained in:
Lioncash 2020-07-25 03:11:14 -04:00
parent e96cf13ebc
commit c5bdccfecb
3 changed files with 10 additions and 13 deletions

View file

@ -5,19 +5,18 @@
#include <algorithm> #include <algorithm>
#include <zstd.h> #include <zstd.h>
#include "common/assert.h"
#include "common/zstd_compression.h" #include "common/zstd_compression.h"
namespace Common::Compression { namespace Common::Compression {
std::vector<u8> CompressDataZSTD(const u8* source, std::size_t source_size, s32 compression_level) { std::vector<u8> CompressDataZSTD(std::span<const u8> source, s32 compression_level) {
compression_level = std::clamp(compression_level, 1, ZSTD_maxCLevel()); compression_level = std::clamp(compression_level, 1, ZSTD_maxCLevel());
const std::size_t max_compressed_size = ZSTD_compressBound(source_size); const std::size_t max_compressed_size = ZSTD_compressBound(source.size());
std::vector<u8> compressed(max_compressed_size); std::vector<u8> compressed(max_compressed_size);
const std::size_t compressed_size = const std::size_t compressed_size = ZSTD_compress(
ZSTD_compress(compressed.data(), compressed.size(), source, source_size, compression_level); compressed.data(), compressed.size(), source.data(), source.size(), compression_level);
if (ZSTD_isError(compressed_size)) { if (ZSTD_isError(compressed_size)) {
// Compression failed // Compression failed
@ -29,8 +28,8 @@ std::vector<u8> CompressDataZSTD(const u8* source, std::size_t source_size, s32
return compressed; return compressed;
} }
std::vector<u8> CompressDataZSTDDefault(const u8* source, std::size_t source_size) { std::vector<u8> CompressDataZSTDDefault(std::span<const u8> source) {
return CompressDataZSTD(source, source_size, ZSTD_CLEVEL_DEFAULT); return CompressDataZSTD(source, ZSTD_CLEVEL_DEFAULT);
} }
std::vector<u8> DecompressDataZSTD(const std::vector<u8>& compressed) { std::vector<u8> DecompressDataZSTD(const std::vector<u8>& compressed) {

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@ -4,6 +4,7 @@
#pragma once #pragma once
#include <span>
#include <vector> #include <vector>
#include "common/common_types.h" #include "common/common_types.h"
@ -14,23 +15,21 @@ namespace Common::Compression {
* Compresses a source memory region with Zstandard and returns the compressed data in a vector. * Compresses a source memory region with Zstandard and returns the compressed data in a vector.
* *
* @param source the uncompressed source memory region. * @param source the uncompressed source memory region.
* @param source_size the size in bytes of the uncompressed source memory region.
* @param compression_level the used compression level. Should be between 1 and 22. * @param compression_level the used compression level. Should be between 1 and 22.
* *
* @return the compressed data. * @return the compressed data.
*/ */
std::vector<u8> CompressDataZSTD(const u8* source, std::size_t source_size, s32 compression_level); std::vector<u8> CompressDataZSTD(std::span<const u8> source, s32 compression_level);
/** /**
* Compresses a source memory region with Zstandard with the default compression level and returns * Compresses a source memory region with Zstandard with the default compression level and returns
* the compressed data in a vector. * the compressed data in a vector.
* *
* @param source the uncompressed source memory region. * @param source the uncompressed source memory region.
* @param source_size the size in bytes of the uncompressed source memory region.
* *
* @return the compressed data. * @return the compressed data.
*/ */
std::vector<u8> CompressDataZSTDDefault(const u8* source, std::size_t source_size); std::vector<u8> CompressDataZSTDDefault(std::span<const u8> source);
/** /**
* Decompresses a source memory region with Zstandard and returns the uncompressed data in a vector. * Decompresses a source memory region with Zstandard and returns the uncompressed data in a vector.

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@ -422,8 +422,7 @@ void ShaderDiskCacheOpenGL::SavePrecompiledHeaderToVirtualPrecompiledCache() {
void ShaderDiskCacheOpenGL::SaveVirtualPrecompiledFile() { void ShaderDiskCacheOpenGL::SaveVirtualPrecompiledFile() {
precompiled_cache_virtual_file_offset = 0; precompiled_cache_virtual_file_offset = 0;
const std::vector<u8> uncompressed = precompiled_cache_virtual_file.ReadAllBytes(); const std::vector<u8> uncompressed = precompiled_cache_virtual_file.ReadAllBytes();
const std::vector<u8> compressed = const std::vector<u8> compressed = Common::Compression::CompressDataZSTDDefault(uncompressed);
Common::Compression::CompressDataZSTDDefault(uncompressed.data(), uncompressed.size());
const auto precompiled_path{GetPrecompiledPath()}; const auto precompiled_path{GetPrecompiledPath()};
FileUtil::IOFile file(precompiled_path, "wb"); FileUtil::IOFile file(precompiled_path, "wb");