DiscIO: Expand WIA/RVZ header size heuristic comments
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@ -1743,19 +1743,24 @@ WIARVZFileReader<RVZ>::Convert(BlobReader* infile, const VolumeDisc* infile_volu
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const size_t raw_data_entries_size = raw_data_entries.size() * sizeof(RawDataEntry);
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const size_t raw_data_entries_size = raw_data_entries.size() * sizeof(RawDataEntry);
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const size_t group_entries_size = group_entries.size() * sizeof(GroupEntry);
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const size_t group_entries_size = group_entries.size() * sizeof(GroupEntry);
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// Conservative estimate for how much space will be taken up by headers.
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// An estimate for how much space will be taken up by headers.
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// The compression methods None and Purge have very predictable overhead,
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// We will reserve this much space at the beginning of the file, and if the headers don't
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// and the other methods are able to compress group entries well
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// fit on that space, we will need to write them at the end of the file instead.
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const u64 headers_size_upper_bound = [&] {
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const u64 headers_size_upper_bound = [&] {
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// 0x100 is added to account for compression overhead (in particular for Purge).
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u64 upper_bound = sizeof(WIAHeader1) + sizeof(WIAHeader2) + partition_entries_size +
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u64 upper_bound = sizeof(WIAHeader1) + sizeof(WIAHeader2) + partition_entries_size +
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raw_data_entries_size + 0x100;
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raw_data_entries_size + 0x100;
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// RVZ's added data in GroupEntry usually compresses well
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// RVZ's added data in GroupEntry usually compresses well, so we'll assume the compression ratio
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// for RVZ GroupEntries is 9 / 16 or better. This constant is somehwat arbitrarily chosen, but
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// no games were found that get a worse compression ratio than that. There are some games that
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// get a worse ratio than 1 / 2, such as Metroid: Other M (PAL) with the default settings.
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if (RVZ && compression_type > WIARVZCompressionType::Purge)
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if (RVZ && compression_type > WIARVZCompressionType::Purge)
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upper_bound += static_cast<u64>(group_entries_size) * 9 / 16;
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upper_bound += static_cast<u64>(group_entries_size) * 9 / 16;
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else
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else
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upper_bound += group_entries_size;
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upper_bound += group_entries_size;
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// This alignment is also somewhat arbitrary.
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return Common::AlignUp(upper_bound, VolumeWii::BLOCK_TOTAL_SIZE);
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return Common::AlignUp(upper_bound, VolumeWii::BLOCK_TOTAL_SIZE);
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}();
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}();
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