// Copy the compressed bytes to output buffer as a block. maxBytesToCopy limits the number of // bytes we can copy from input. Set to any value < 1 if no limit public void GetBlock(DeflateInput input, OutputBuffer output, int maxBytesToCopy) { Debug.Assert(InputAvailable(input), "call SetInput before trying to compress!"); WriteDeflatePreamble(output); GetCompressedOutput(input, output, maxBytesToCopy); WriteEndOfBlock(output); }
internal Deflater() { _deflateEncoder = new FastEncoder(); _copyEncoder = new CopyEncoder(); _input = new DeflateInput(); _output = new OutputBuffer(); _processingState = DeflaterState.NotStarted; }
// null input means write an empty payload with formatting info. This is needed for the final block. public void GetBlock(DeflateInput input, OutputBuffer output, bool isFinal) { Debug.Assert(output != null); Debug.Assert(output.FreeBytes >= PaddingSize); // determine number of bytes to write var count = 0; if (input != null) { // allow space for padding and bits not yet flushed to buffer count = Math.Min(input.Count, output.FreeBytes - PaddingSize - output.BitsInBuffer); // we don't expect the output buffer to ever be this big (currently 4K), but we'll check this // just in case that changes. if (count > MaxUncompressedBlockSize - PaddingSize) { count = MaxUncompressedBlockSize - PaddingSize; } } // write header and flush bits if (isFinal) { output.WriteBits(FastEncoderStatics.BFinalNoCompressionHeaderBitCount, FastEncoderStatics.BFinalNoCompressionHeader); } else { output.WriteBits(FastEncoderStatics.NoCompressionHeaderBitCount, FastEncoderStatics.NoCompressionHeader); } // now we're aligned output.FlushBits(); // write len, nlen WriteLenNLen((ushort)count, output); if (input == null || count <= 0) { return; } // write uncompressed bytes output.WriteBytes(input.Buffer, input.StartIndex, count); input.ConsumeBytes(count); }
// null input means write an empty payload with formatting info. This is needed for the final block. public void GetBlock(DeflateInput input, OutputBuffer output, bool isFinal) { Debug.Assert(output != null); Debug.Assert(output.FreeBytes >= PaddingSize); // determine number of bytes to write var count = 0; if (input != null) { // allow space for padding and bits not yet flushed to buffer count = Math.Min(input.Count, output.FreeBytes - PaddingSize - output.BitsInBuffer); // we don't expect the output buffer to ever be this big (currently 4K), but we'll check this // just in case that changes. if (count > MaxUncompressedBlockSize - PaddingSize) { count = MaxUncompressedBlockSize - PaddingSize; } } // write header and flush bits if (isFinal) { output.WriteBits(FastEncoderStatics.BFinalNoCompressionHeaderBitCount, FastEncoderStatics.BFinalNoCompressionHeader); } else { output.WriteBits(FastEncoderStatics.NoCompressionHeaderBitCount, FastEncoderStatics.NoCompressionHeader); } // now we're aligned output.FlushBits(); // write len, nlen WriteLenNLen((ushort) count, output); if (input == null || count <= 0) return; // write uncompressed bytes output.WriteBytes(input.Buffer, input.StartIndex, count); input.ConsumeBytes(count); }
// maxBytesToCopy limits the number of bytes we can copy from input. Set to any value < 1 if no limit private void GetCompressedOutput(DeflateInput input, OutputBuffer output, int maxBytesToCopy) { // snapshot for compression ratio stats var bytesWrittenPre = output.BytesWritten; var bytesConsumedFromInput = 0; var inputBytesPre = BytesInHistory + input.Count; do { // read more input data into the window if there is space available var bytesToCopy = (input.Count < _inputWindow.FreeWindowSpace) ? input.Count : _inputWindow.FreeWindowSpace; if (maxBytesToCopy >= 1) { bytesToCopy = Math.Min(bytesToCopy, maxBytesToCopy - bytesConsumedFromInput); } if (bytesToCopy > 0) { // copy data into history window _inputWindow.CopyBytes(input.Buffer, input.StartIndex, bytesToCopy); input.ConsumeBytes(bytesToCopy); bytesConsumedFromInput += bytesToCopy; } this.GetCompressedOutput(output); }while (SafeToWriteTo(output) && InputAvailable(input) && (maxBytesToCopy < 1 || bytesConsumedFromInput < maxBytesToCopy)); // determine compression ratio, save var bytesWrittenPost = output.BytesWritten; var bytesWritten = bytesWrittenPost - bytesWrittenPre; var inputBytesPost = BytesInHistory + input.Count; var totalBytesConsumed = inputBytesPre - inputBytesPost; if (bytesWritten != 0) { this.LastCompressionRatio = bytesWritten / (double)totalBytesConsumed; } }
// maxBytesToCopy limits the number of bytes we can copy from input. Set to any value < 1 if no limit private void GetCompressedOutput(DeflateInput input, OutputBuffer output, int maxBytesToCopy) { // snapshot for compression ratio stats var bytesWrittenPre = output.BytesWritten; var bytesConsumedFromInput = 0; var inputBytesPre = BytesInHistory + input.Count; do { // read more input data into the window if there is space available var bytesToCopy = (input.Count < _inputWindow.FreeWindowSpace) ? input.Count : _inputWindow.FreeWindowSpace; if (maxBytesToCopy >= 1) { bytesToCopy = Math.Min(bytesToCopy, maxBytesToCopy - bytesConsumedFromInput); } if (bytesToCopy > 0) { // copy data into history window _inputWindow.CopyBytes(input.Buffer, input.StartIndex, bytesToCopy); input.ConsumeBytes(bytesToCopy); bytesConsumedFromInput += bytesToCopy; } this.GetCompressedOutput(output); } while (SafeToWriteTo(output) && InputAvailable(input) && (maxBytesToCopy < 1 || bytesConsumedFromInput < maxBytesToCopy)); // determine compression ratio, save var bytesWrittenPost = output.BytesWritten; var bytesWritten = bytesWrittenPost - bytesWrittenPre; var inputBytesPost = BytesInHistory + input.Count; var totalBytesConsumed = inputBytesPre - inputBytesPost; if (bytesWritten != 0) this.LastCompressionRatio = bytesWritten / (double)totalBytesConsumed; }
// Compress data but don't format as block (doesn't have header and footer) public void GetCompressedData(DeflateInput input, OutputBuffer output) { this.GetCompressedOutput(input, output, -1); }
private bool InputAvailable(DeflateInput input) { return(input.Count > 0 || BytesInHistory > 0); }
public int GetDeflateOutput(byte[] outputBuffer) { Debug.Assert(outputBuffer != null, "Can't pass in a null output buffer!"); Debug.Assert(!NeedsInput(), "GetDeflateOutput should only be called after providing input"); _output.UpdateBuffer(outputBuffer); switch (_processingState) { case DeflaterState.NotStarted: { // first call. Try to compress but if we get bad compression ratio, switch to uncompressed blocks. Debug.Assert(_deflateEncoder.BytesInHistory == 0, "have leftover bytes in window"); // save these in case we need to switch to uncompressed format var initialInputState = _input.DumpState(); var initialOutputState = _output.DumpState(); _deflateEncoder.GetBlockHeader(_output); _deflateEncoder.GetCompressedData(_input, _output); if (!UseCompressed(_deflateEncoder.LastCompressionRatio)) { // we're expanding; restore state and switch to uncompressed _input.RestoreState(initialInputState); _output.RestoreState(initialOutputState); _copyEncoder.GetBlock(_input, _output, false); this.FlushInputWindows(); _processingState = DeflaterState.CheckingForIncompressible; } else { _processingState = DeflaterState.CompressThenCheck; } break; } case DeflaterState.CompressThenCheck: { // continue assuming data is compressible. If we reach data that indicates otherwise // finish off remaining data in history and decide whether to compress on a // block-by-block basis _deflateEncoder.GetCompressedData(_input, _output); if (!UseCompressed(_deflateEncoder.LastCompressionRatio)) { _processingState = DeflaterState.SlowDownForIncompressible1; _inputFromHistory = _deflateEncoder.UnprocessedInput; } break; } case DeflaterState.SlowDownForIncompressible1: { // finish off previous compressed block _deflateEncoder.GetBlockFooter(_output); _processingState = DeflaterState.SlowDownForIncompressible2; goto case DeflaterState.SlowDownForIncompressible2; // yeah I know, but there's no fallthrough } case DeflaterState.SlowDownForIncompressible2: { // clear out data from history, but add them as uncompressed blocks if (_inputFromHistory.Count > 0) { _copyEncoder.GetBlock(_inputFromHistory, _output, false); } if (_inputFromHistory.Count == 0) { // now we're clean _deflateEncoder.FlushInput(); _processingState = DeflaterState.CheckingForIncompressible; } break; } case DeflaterState.CheckingForIncompressible: { // decide whether to compress on a block-by-block basis Debug.Assert(_deflateEncoder.BytesInHistory == 0, "have leftover bytes in window"); // save these in case we need to store as uncompressed var initialInputState = _input.DumpState(); var initialOutputState = _output.DumpState(); // enforce max so we can ensure state between calls _deflateEncoder.GetBlock(_input, _output, CleanCopySize); if (!UseCompressed(_deflateEncoder.LastCompressionRatio)) { // we're expanding; restore state and switch to uncompressed _input.RestoreState(initialInputState); _output.RestoreState(initialOutputState); _copyEncoder.GetBlock(_input, _output, false); this.FlushInputWindows(); } break; } case DeflaterState.StartingSmallData: { // add compressed header and data, but not footer. Subsequent calls will keep // adding compressed data (no header and no footer). We're doing this to // avoid overhead of header and footer size relative to compressed payload. _deflateEncoder.GetBlockHeader(_output); _processingState = DeflaterState.HandlingSmallData; goto case DeflaterState.HandlingSmallData; // yeah I know, but there's no fallthrough } case DeflaterState.HandlingSmallData: { // continue adding compressed data _deflateEncoder.GetCompressedData(_input, _output); break; } } return(_output.BytesWritten); }
private bool InputAvailable(DeflateInput input) { return input.Count > 0 || BytesInHistory > 0; }
public int GetDeflateOutput(byte[] outputBuffer) { Debug.Assert(outputBuffer != null, "Can't pass in a null output buffer!"); Debug.Assert(!NeedsInput(), "GetDeflateOutput should only be called after providing input"); _output.UpdateBuffer(outputBuffer); switch (_processingState) { case DeflaterState.NotStarted: { // first call. Try to compress but if we get bad compression ratio, switch to uncompressed blocks. Debug.Assert(_deflateEncoder.BytesInHistory == 0, "have leftover bytes in window"); // save these in case we need to switch to uncompressed format var initialInputState = _input.DumpState(); var initialOutputState = _output.DumpState(); _deflateEncoder.GetBlockHeader(_output); _deflateEncoder.GetCompressedData(_input, _output); if (!UseCompressed(_deflateEncoder.LastCompressionRatio)) { // we're expanding; restore state and switch to uncompressed _input.RestoreState(initialInputState); _output.RestoreState(initialOutputState); _copyEncoder.GetBlock(_input, _output, false); this.FlushInputWindows(); _processingState = DeflaterState.CheckingForIncompressible; } else { _processingState = DeflaterState.CompressThenCheck; } break; } case DeflaterState.CompressThenCheck: { // continue assuming data is compressible. If we reach data that indicates otherwise // finish off remaining data in history and decide whether to compress on a // block-by-block basis _deflateEncoder.GetCompressedData(_input, _output); if (!UseCompressed(_deflateEncoder.LastCompressionRatio)) { _processingState = DeflaterState.SlowDownForIncompressible1; _inputFromHistory = _deflateEncoder.UnprocessedInput; } break; } case DeflaterState.SlowDownForIncompressible1: { // finish off previous compressed block _deflateEncoder.GetBlockFooter(_output); _processingState = DeflaterState.SlowDownForIncompressible2; goto case DeflaterState.SlowDownForIncompressible2; // yeah I know, but there's no fallthrough } case DeflaterState.SlowDownForIncompressible2: { // clear out data from history, but add them as uncompressed blocks if (_inputFromHistory.Count > 0) { _copyEncoder.GetBlock(_inputFromHistory, _output, false); } if (_inputFromHistory.Count == 0) { // now we're clean _deflateEncoder.FlushInput(); _processingState = DeflaterState.CheckingForIncompressible; } break; } case DeflaterState.CheckingForIncompressible: { // decide whether to compress on a block-by-block basis Debug.Assert(_deflateEncoder.BytesInHistory == 0, "have leftover bytes in window"); // save these in case we need to store as uncompressed var initialInputState = _input.DumpState(); var initialOutputState = _output.DumpState(); // enforce max so we can ensure state between calls _deflateEncoder.GetBlock(_input, _output, CleanCopySize); if (!UseCompressed(_deflateEncoder.LastCompressionRatio)) { // we're expanding; restore state and switch to uncompressed _input.RestoreState(initialInputState); _output.RestoreState(initialOutputState); _copyEncoder.GetBlock(_input, _output, false); this.FlushInputWindows(); } break; } case DeflaterState.StartingSmallData: { // add compressed header and data, but not footer. Subsequent calls will keep // adding compressed data (no header and no footer). We're doing this to // avoid overhead of header and footer size relative to compressed payload. _deflateEncoder.GetBlockHeader(_output); _processingState = DeflaterState.HandlingSmallData; goto case DeflaterState.HandlingSmallData; // yeah I know, but there's no fallthrough } case DeflaterState.HandlingSmallData: { // continue adding compressed data _deflateEncoder.GetCompressedData(_input, _output); break; } } return _output.BytesWritten; }