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