Requiring the use of a separate reader type makes it more likely that readers will be reused, and makes it easier to audit reader usage going forward. Reusing readers is desirable to reduce the number of large temporary allocations made during partial decompression of a buffer.
- Added FCompressedBuffer::Save(FArchive&) and renamed FromCompressed(FArchive&) to Load(FArchive&).
- Added FCompressedBufferReaderSourceScope to set a buffer source within a scope.
- Added proper bounds checks to FNoneDecoder.
- Store the header checksum on the decoder context to allow raw blocks to be reused across sources.
- Decode the header on the fly to avoid a temporary header allocation when the header is in contiguous memory.
#rb Zousar.Shaker
#rnx
#preflight 61a98d53800738dbfbc84c73
#ROBOMERGE-AUTHOR: devin.doucette
#ROBOMERGE-SOURCE: CL 18382211 in //UE5/Release-5.0/... via CL 18382310
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18382377 by devin doucette in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
Clarify interface to Oodle compressed array functions
Add support for >2gb buffers
#preflight 6109e3ff4cd793000191470d
#rb charles.bloom
#ROBOMERGE-SOURCE: CL 17075612 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)
[CL 17075735 by dan thompson in ue5-release-engine-test branch]
v2 header tag to indicate format is serialized in data
writes new data, continues to load old data
#rb devin.doucette
#ROBOMERGE-SOURCE: CL 17017219 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v839-17012307)
[CL 17017233 by charles bloom in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 16932166 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16932178 by dan thompson in ue5-release-engine-test branch]
All games now use Engine Oodle for runtime decompression
Oodle in Engine can load an older Oodle DLL for encoding packages to keep making the same binary data
#rb dan.thompson,devin.doucette
#ROBOMERGE-SOURCE: CL 16879404 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16879428 by charles bloom in ue5-release-engine-test branch]
- Removed the "Cache" prefix from ECachePriority, FCacheRequest, ICacheRequest, FCachePayload, FCachePayloadId to allow reuse in the Build API.
- Added FCompressedBuffer as the starting point for the API for creating and accessing compressed buffers.
#rb Zousar.Shaker
#rnx
[CL 15511723 by Devin Doucette in ue5-main branch]