예제 #1
0
 private void OnTransferBegin(int total, TransferDirection direction, CompressionState state)
 {
     if (TransferBegin != null)
     {
         TransferBegin(total, direction, state);
     }
 }
예제 #2
0
 public DevILTranslator()
 {
     m_importer               = new ImageImporter();
     m_imageState             = new ImageState();
     m_compState              = new CompressionState();
     m_compState.KeepDxtcData = true;
 }
예제 #3
0
 private void OnTransferBegin(int total, TransferDirection direction, CompressionState state)
 {
     if (TransferBegin != null)
         TransferBegin(total, direction, state);
 }
예제 #4
0
        public override object Filter(object input, bool closing)
        {
            PhpBytes bInput = Core.Convert.ObjectToPhpBytes(input);

            if (bInput != null)
            {
                if (_state == CompressionState.Failed)
                {
                    PhpException.Throw(PhpError.Warning, "using filter in failed state");
                    return null;
                }

                if (_state == CompressionState.Finished)
                {
                    PhpException.Throw(PhpError.Warning, "using filter in finished state");
                    return null;
                }

                byte[] header = null;
                byte[] footer = null;

                if (_state == CompressionState.Header)
                {
                    header = new byte[Zlib.GZIP_HEADER_LENGTH];
                    header[0] = Zlib.GZIP_HEADER[0];
                    header[1] = Zlib.GZIP_HEADER[1];
                    header[2] = Zlib.Z_DEFLATED;
                    header[3] = 0;
                    // 3-8 represent time and are set to zero
                    header[9] = Zlib.OS_CODE;

                    _crc.Init();

                    _state = CompressionState.Data;
                }

                int outputOffset = 0;
                byte[] output;

                try
                {
                    output = FilterInner(bInput.ReadonlyData, ref outputOffset, closing);
                }
                catch
                {
                    _state = CompressionState.Failed;
                    throw;
                }

                if (output == null)
                {
                    _state = CompressionState.Failed;
                    return null;
                }

                // input should be read to the end
                Debug.Assert(outputOffset == bInput.Length);

                _crc.Update(bInput.ReadonlyData);

                if (closing)
                {
                    byte[] crcBytes = _crc.Final();

                    footer = new byte[Zlib.GZIP_FOOTER_LENGTH];

                    // well this implementation simply has the hash inverted compared to C implementation
                    footer[0] = crcBytes[3];
                    footer[1] = crcBytes[2];
                    footer[2] = crcBytes[1];
                    footer[3] = crcBytes[0];

                    footer[4] = (byte)(_stream.total_in & 0xFF);
                    footer[5] = (byte)((_stream.total_in >> 8) & 0xFF);
                    footer[6] = (byte)((_stream.total_in >> 16) & 0xFF);
                    footer[7] = (byte)((_stream.total_in >> 24) & 0xFF);

                    _state = CompressionState.Finished;
                }

                if (header != null || footer != null)
                {
                    int offset = 0;
                    byte[] appended = new byte[(header != null ? header.Length : 0) + output.Length + (footer != null ? footer.Length : 0)];

                    if (header != null)
                    {
                        Buffer.BlockCopy(header, 0, appended, 0, header.Length);
                        offset += header.Length;
                    }

                    if (output != null && output.Length > 0)
                    {
                        Buffer.BlockCopy(output, 0, appended, offset, output.Length);
                        offset += output.Length;
                    }

                    if (footer != null)
                    {                        
                        Buffer.BlockCopy(footer, 0, appended, offset, footer.Length);
                    }

                    return new PhpBytes(appended);
                }
                else
                {
                    return new PhpBytes(output);
                }
            }
            else
            {
                Debug.Fail("GzipCompresionFilter expects chunks to be of type PhpBytes.");
                return null;
            }
        }
예제 #5
0
 public GzipCompresionFilter(int level, DeflateFilterMode mode)
     : base(level, mode)
 {
     _crc = new PhpHash.HashPhpResource.CRC32B();
     _state = CompressionState.Header;
 }
예제 #6
0
파일: SyncForm.cs 프로젝트: rsdn/janus
		public void SetCompressionSign(CompressionState state)
		{
			_asyncOp.Post(() => _compressPicture.Visible = state == CompressionState.On);
		}
        /**
         * Method "mainQSort3", file "blocksort.c", BZip2 1.0.2
         */
        private void mainQSort3(CompressionState dataShadow, int loSt,
                                int hiSt, int dSt)
        {
            int[] stack_ll = dataShadow.stack_ll;
            int[] stack_hh = dataShadow.stack_hh;
            int[] stack_dd = dataShadow.stack_dd;
            int[] fmap = dataShadow.fmap;
            byte[] block = dataShadow.block;

            stack_ll[0] = loSt;
            stack_hh[0] = hiSt;
            stack_dd[0] = dSt;

            for (int sp = 1; --sp >= 0;)
            {
                int lo = stack_ll[sp];
                int hi = stack_hh[sp];
                int d = stack_dd[sp];

                if ((hi - lo < SMALL_THRESH) || (d > DEPTH_THRESH))
                {
                    if (mainSimpleSort(dataShadow, lo, hi, d))
                    {
                        return;
                    }
                }
                else {
                    int d1 = d + 1;
                    int med = med3(block[fmap[lo] + d1],
                                   block[fmap[hi] + d1], block[fmap[(lo + hi) >> 1] + d1]) & 0xff;

                    int unLo = lo;
                    int unHi = hi;
                    int ltLo = lo;
                    int gtHi = hi;

                    while (true)
                    {
                        while (unLo <= unHi)
                        {
                            int n = (block[fmap[unLo] + d1] & 0xff)
                                - med;
                            if (n == 0)
                            {
                                int temp = fmap[unLo];
                                fmap[unLo++] = fmap[ltLo];
                                fmap[ltLo++] = temp;
                            }
                            else if (n < 0)
                            {
                                unLo++;
                            }
                            else {
                                break;
                            }
                        }

                        while (unLo <= unHi)
                        {
                            int n = (block[fmap[unHi] + d1] & 0xff)
                                - med;
                            if (n == 0)
                            {
                                int temp = fmap[unHi];
                                fmap[unHi--] = fmap[gtHi];
                                fmap[gtHi--] = temp;
                            }
                            else if (n > 0)
                            {
                                unHi--;
                            }
                            else {
                                break;
                            }
                        }

                        if (unLo <= unHi)
                        {
                            int temp = fmap[unLo];
                            fmap[unLo++] = fmap[unHi];
                            fmap[unHi--] = temp;
                        }
                        else {
                            break;
                        }
                    }

                    if (gtHi < ltLo)
                    {
                        stack_ll[sp] = lo;
                        stack_hh[sp] = hi;
                        stack_dd[sp] = d1;
                        sp++;
                    }
                    else {
                        int n = ((ltLo - lo) < (unLo - ltLo)) ? (ltLo - lo)
                            : (unLo - ltLo);
                        vswap(fmap, lo, unLo - n, n);
                        int m = ((hi - gtHi) < (gtHi - unHi)) ? (hi - gtHi)
                            : (gtHi - unHi);
                        vswap(fmap, unLo, hi - m + 1, m);

                        n = lo + unLo - ltLo - 1;
                        m = hi - (gtHi - unHi) + 1;

                        stack_ll[sp] = lo;
                        stack_hh[sp] = n;
                        stack_dd[sp] = d;
                        sp++;

                        stack_ll[sp] = n + 1;
                        stack_hh[sp] = m - 1;
                        stack_dd[sp] = d1;
                        sp++;

                        stack_ll[sp] = m;
                        stack_hh[sp] = hi;
                        stack_dd[sp] = d;
                        sp++;
                    }
                }
            }
        }
        /**
         * This is the most hammered method of this class.
         *
         * <p>
         * This is the version using unrolled loops.
         * </p>
         */
        private bool mainSimpleSort(CompressionState dataShadow, int lo,
                                    int hi, int d)
        {
            int bigN = hi - lo + 1;
            if (bigN < 2)
            {
                return this.firstAttempt && (this.workDone > this.workLimit);
            }

            int hp = 0;
            while (increments[hp] < bigN)
                hp++;

            int[] fmap = dataShadow.fmap;
            char[] quadrant = dataShadow.quadrant;
            byte[] block = dataShadow.block;
            int lastShadow = this.last;
            int lastPlus1 = lastShadow + 1;
            bool firstAttemptShadow = this.firstAttempt;
            int workLimitShadow = this.workLimit;
            int workDoneShadow = this.workDone;

            // Following block contains unrolled code which could be shortened by
            // coding it in additional loops.

            // HP:
            while (--hp >= 0)
            {
                int h = increments[hp];
                int mj = lo + h - 1;

                for (int i = lo + h; i <= hi;)
                {
                    // copy
                    for (int k = 3; (i <= hi) && (--k >= 0); i++)
                    {
                        int v = fmap[i];
                        int vd = v + d;
                        int j = i;

                        // for (int a;
                        // (j > mj) && mainGtU((a = fmap[j - h]) + d, vd,
                        // block, quadrant, lastShadow);
                        // j -= h) {
                        // fmap[j] = a;
                        // }
                        //
                        // unrolled version:

                        // start inline mainGTU
                        bool onceRunned = false;
                        int a = 0;

                        HAMMER: while (true)
                        {
                            if (onceRunned)
                            {
                                fmap[j] = a;
                                if ((j -= h) <= mj)
                                {
                                    goto END_HAMMER;
                                }
                            }
                            else {
                                onceRunned = true;
                            }

                            a = fmap[j - h];
                            int i1 = a + d;
                            int i2 = vd;

                            // following could be done in a loop, but
                            // unrolled it for performance:
                            if (block[i1 + 1] == block[i2 + 1])
                            {
                                if (block[i1 + 2] == block[i2 + 2])
                                {
                                    if (block[i1 + 3] == block[i2 + 3])
                                    {
                                        if (block[i1 + 4] == block[i2 + 4])
                                        {
                                            if (block[i1 + 5] == block[i2 + 5])
                                            {
                                                if (block[(i1 += 6)] == block[(i2 += 6)])
                                                {
                                                    int x = lastShadow;
                                                    X: while (x > 0)
                                                    {
                                                        x -= 4;

                                                        if (block[i1 + 1] == block[i2 + 1])
                                                        {
                                                            if (quadrant[i1] == quadrant[i2])
                                                            {
                                                                if (block[i1 + 2] == block[i2 + 2])
                                                                {
                                                                    if (quadrant[i1 + 1] == quadrant[i2 + 1])
                                                                    {
                                                                        if (block[i1 + 3] == block[i2 + 3])
                                                                        {
                                                                            if (quadrant[i1 + 2] == quadrant[i2 + 2])
                                                                            {
                                                                                if (block[i1 + 4] == block[i2 + 4])
                                                                                {
                                                                                    if (quadrant[i1 + 3] == quadrant[i2 + 3])
                                                                                    {
                                                                                        if ((i1 += 4) >= lastPlus1)
                                                                                        {
                                                                                            i1 -= lastPlus1;
                                                                                        }
                                                                                        if ((i2 += 4) >= lastPlus1)
                                                                                        {
                                                                                            i2 -= lastPlus1;
                                                                                        }
                                                                                        workDoneShadow++;
                                                                                        goto X;
                                                                                    }
                                                                                    else if ((quadrant[i1 + 3] > quadrant[i2 + 3]))
                                                                                    {
                                                                                        goto HAMMER;
                                                                                    }
                                                                                    else {
                                                                                        goto END_HAMMER;
                                                                                    }
                                                                                }
                                                                                else if ((block[i1 + 4] & 0xff) > (block[i2 + 4] & 0xff))
                                                                                {
                                                                                    goto HAMMER;
                                                                                }
                                                                                else {
                                                                                    goto END_HAMMER;
                                                                                }
                                                                            }
                                                                            else if ((quadrant[i1 + 2] > quadrant[i2 + 2]))
                                                                            {
                                                                                goto HAMMER;
                                                                            }
                                                                            else {
                                                                                goto END_HAMMER;
                                                                            }
                                                                        }
                                                                        else if ((block[i1 + 3] & 0xff) > (block[i2 + 3] & 0xff))
                                                                        {
                                                                            goto HAMMER;
                                                                        }
                                                                        else {
                                                                            goto END_HAMMER;
                                                                        }
                                                                    }
                                                                    else if ((quadrant[i1 + 1] > quadrant[i2 + 1]))
                                                                    {
                                                                        goto HAMMER;
                                                                    }
                                                                    else {
                                                                        goto END_HAMMER;
                                                                    }
                                                                }
                                                                else if ((block[i1 + 2] & 0xff) > (block[i2 + 2] & 0xff))
                                                                {
                                                                    goto HAMMER;
                                                                }
                                                                else {
                                                                    goto END_HAMMER;
                                                                }
                                                            }
                                                            else if ((quadrant[i1] > quadrant[i2]))
                                                            {
                                                                goto HAMMER;
                                                            }
                                                            else {
                                                                goto END_HAMMER;
                                                            }
                                                        }
                                                        else if ((block[i1 + 1] & 0xff) > (block[i2 + 1] & 0xff))
                                                        {
                                                            goto HAMMER;
                                                        }
                                                        else {
                                                            goto END_HAMMER;
                                                        }

                                                    }
                                                    goto END_HAMMER;
                                                } // while x > 0
                                                else {
                                                    if ((block[i1] & 0xff) > (block[i2] & 0xff))
                                                    {
                                                        goto HAMMER;
                                                    }
                                                    else {
                                                        goto END_HAMMER;
                                                    }
                                                }
                                            }
                                            else if ((block[i1 + 5] & 0xff) > (block[i2 + 5] & 0xff))
                                            {
                                                goto HAMMER;
                                            }
                                            else {
                                                goto END_HAMMER;
                                            }
                                        }
                                        else if ((block[i1 + 4] & 0xff) > (block[i2 + 4] & 0xff))
                                        {
                                            goto HAMMER;
                                        }
                                        else {
                                            goto END_HAMMER;
                                        }
                                    }
                                    else if ((block[i1 + 3] & 0xff) > (block[i2 + 3] & 0xff))
                                    {
                                        goto HAMMER;
                                    }
                                    else {
                                        goto END_HAMMER;
                                    }
                                }
                                else if ((block[i1 + 2] & 0xff) > (block[i2 + 2] & 0xff))
                                {
                                    goto HAMMER;
                                }
                                else {
                                    goto END_HAMMER;
                                }
                            }
                            else if ((block[i1 + 1] & 0xff) > (block[i2 + 1] & 0xff))
                            {
                                goto HAMMER;
                            }
                            else {
                                goto END_HAMMER;
                            }

                        } // HAMMER

                        END_HAMMER:
                        // end inline mainGTU

                        fmap[j] = v;
                    }

                    if (firstAttemptShadow && (i <= hi)
                        && (workDoneShadow > workLimitShadow))
                    {
                        goto END_HP;
                    }
                }
            }
            END_HP:

            this.workDone = workDoneShadow;
            return firstAttemptShadow && (workDoneShadow > workLimitShadow);
        }
        public BZip2Compressor(BitWriter writer, int blockSize)
        {
            this.blockSize100k = blockSize;
            this.bw = writer;

            // 20 provides a margin of slop (not to say "Safety"). The maximum
            // size of an encoded run in the output block is 5 bytes, so really, 5
            // bytes ought to do, but this is a margin of slop found in the
            // original bzip code. Not sure if important for decoding
            // (decompressing).  So we'll leave the slop.
            this.outBlockFillThreshold = (blockSize * BZip2.BlockSizeMultiple) - 20;
            this.cstate = new CompressionState(blockSize);
            Reset();
        }
        private static void hbMakeCodeLengths(byte[] len,  int[] freq,
                                              CompressionState state1, int alphaSize,
                                              int maxLen)
        {
            /*
             * Nodes and heap entries run from 1. Entry 0 for both the heap and
             * nodes is a sentinel.
             */
            int[] heap = state1.heap;
            int[] weight = state1.weight;
            int[] parent = state1.parent;

            for (int i = alphaSize; --i >= 0;)
            {
                weight[i + 1] = (freq[i] == 0 ? 1 : freq[i]) << 8;
            }

            for (bool tooLong = true; tooLong;)
            {
                tooLong = false;

                int nNodes = alphaSize;
                int nHeap = 0;
                heap[0] = 0;
                weight[0] = 0;
                parent[0] = -2;

                for (int i = 1; i <= alphaSize; i++)
                {
                    parent[i] = -1;
                    nHeap++;
                    heap[nHeap] = i;

                    int zz = nHeap;
                    int tmp = heap[zz];
                    while (weight[tmp] < weight[heap[zz >> 1]])
                    {
                        heap[zz] = heap[zz >> 1];
                        zz >>= 1;
                    }
                    heap[zz] = tmp;
                }

                while (nHeap > 1)
                {
                    int n1 = heap[1];
                    heap[1] = heap[nHeap];
                    nHeap--;

                    int yy = 0;
                    int zz = 1;
                    int tmp = heap[1];

                    while (true)
                    {
                        yy = zz << 1;

                        if (yy > nHeap)
                        {
                            break;
                        }

                        if ((yy < nHeap)
                            && (weight[heap[yy + 1]] < weight[heap[yy]]))
                        {
                            yy++;
                        }

                        if (weight[tmp] < weight[heap[yy]])
                        {
                            break;
                        }

                        heap[zz] = heap[yy];
                        zz = yy;
                    }

                    heap[zz] = tmp;

                    int n2 = heap[1];
                    heap[1] = heap[nHeap];
                    nHeap--;

                    yy = 0;
                    zz = 1;
                    tmp = heap[1];

                    while (true)
                    {
                        yy = zz << 1;

                        if (yy > nHeap)
                        {
                            break;
                        }

                        if ((yy < nHeap)
                            && (weight[heap[yy + 1]] < weight[heap[yy]]))
                        {
                            yy++;
                        }

                        if (weight[tmp] < weight[heap[yy]])
                        {
                            break;
                        }

                        heap[zz] = heap[yy];
                        zz = yy;
                    }

                    heap[zz] = tmp;
                    nNodes++;
                    parent[n1] = parent[n2] = nNodes;

                    int weight_n1 = weight[n1];
                    int weight_n2 = weight[n2];
                    weight[nNodes] = (int) (((uint)weight_n1 & 0xffffff00U)
                                            + ((uint)weight_n2 & 0xffffff00U))
                        | (1 + (((weight_n1 & 0x000000ff)
                                 > (weight_n2 & 0x000000ff))
                                ? (weight_n1 & 0x000000ff)
                                : (weight_n2 & 0x000000ff)));

                    parent[nNodes] = -1;
                    nHeap++;
                    heap[nHeap] = nNodes;

                    tmp = 0;
                    zz = nHeap;
                    tmp = heap[zz];
                    int weight_tmp = weight[tmp];
                    while (weight_tmp < weight[heap[zz >> 1]])
                    {
                        heap[zz] = heap[zz >> 1];
                        zz >>= 1;
                    }
                    heap[zz] = tmp;

                }

                for (int i = 1; i <= alphaSize; i++)
                {
                    int j = 0;
                    int k = i;

                    for (int parent_k; (parent_k = parent[k]) >= 0;)
                    {
                        k = parent_k;
                        j++;
                    }

                    len[i - 1] = (byte) j;
                    if (j > maxLen)
                    {
                        tooLong = true;
                    }
                }

                if (tooLong)
                {
                    for (int i = 1; i < alphaSize; i++)
                    {
                        int j = weight[i] >> 8;
                        j = 1 + (j >> 1);
                        weight[i] = j << 8;
                    }
                }
            }
        }
예제 #11
0
        /// <summary>
        /// Reads in the input file, determines its current compression state, and reverses it by default.
        /// </summary>
        /// <param name="input">Cache file to compress</param>
        /// <param name="engineDb">The engine database to use to process the cache file.</param>
        /// <param name="desiredState">Optional. When set to not null, the default behavior is overridden and skips action if the cache file is already that state.</param>
        /// <returns></returns>
        public static CompressionState HandleCompression(string input, EngineDatabase engineDb, CompressionState desiredState = CompressionState.Null)
        {
            CompressionState state;
            EngineType       type;

            using (FileStream fileStream = File.OpenRead(input))
            {
                var reader = new EndianReader(fileStream, Endian.BigEndian);

                state = DetermineState(reader, engineDb, out type);
            }

            if (state == desiredState)
            {
                return(state);
            }

            switch (state)
            {
            default:
            case CompressionState.Null:
                return(state);

            case CompressionState.Compressed:
            {
                if (type == EngineType.SecondGeneration)
                {
                    DecompressSecondGen(input);
                    return(CompressionState.Decompressed);
                }
                else
                {
                    return(state);
                }
            }

            case CompressionState.Decompressed:
            {
                if (type == EngineType.SecondGeneration)
                {
                    CompressSecondGen(input);
                    return(CompressionState.Compressed);
                }
                else
                {
                    return(state);
                }
            }
            }
        }
예제 #12
0
		private void OnTransferBegin(int total, TransferDirection direction, CompressionState state)
		{
			TransferBegin?.Invoke(total, direction, state);
		}