#include <Compression.h>
The GZIP algorithm applied to "shuffled" pixel values.
Suffling means that value bytes are reordered such that most significant bytes of each value appear first. Generally, this algorithm is more efficient in terms of compression factor than GZIP, although it is a bit slower.
Public Member Functions | |
ShuffledGzip (Position<-1 > tiling=Tile::adaptive(), Quantization quantization=Quantization()) | |
Constructor. | |
Public Member Functions inherited from AlgoMixin< ShuffledGzip > | |
const Quantization & | quantization () const |
Get the quantization. | |
virtual ShuffledGzip & | quantization (Quantization quantization) |
Set the quantization. | |
const Position<-1 > & | tiling () const |
Get the tiling. | |
virtual ShuffledGzip & | tiling (Position<-1 > shape) |
Set the tiling. | |
Public Member Functions inherited from Compression | |
virtual bool | is_lossless () const |
Check whether the compression is lossless for. More... | |
const Quantization & | quantization () const |
Get the quantization. | |
const Position<-1 > & | tiling () const |
Get the tiling. | |