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Texture compression formats for platform-specific overrides
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Sign up. Branch: master. Find file Copy path. Cannot retrieve contributors at this time. Raw Blame History. For extensions which have been promoted to a core Specification, fixes will first appear in the latest version of that core Specification, and will eventually be backported to the extension document.
Approved by the Khronos Board of Promoters on March 10, This extension is written against the OpenGL 3. Traditional block compression methods as typified by s3tc and latc compress a block of pixels into indicies along a gradient. This works well for smooth images, but can have quality issues along sharp edges and strong chrominance transitions. To improve quality in these problematic cases, the BPTC formats can divide each block into multiple partitions, each of which are compressed using an independent gradient.
New Procedures and Functions None. Additions to Chapter 3 of the OpenGL 3. Add to Section 3. The BPTC texture compression algorithm supports only 2D images without borders, though 3D images can be compressed as multiple slices of compressed 2D images. Additions to Chapter 4 of the OpenGL 3. Additions to Chapter 5 of the OpenGL 3. Additions to Chapter 6 of the OpenGL 3. GLX Protocol None.
The image is encoded as a normal 2D raster image in which each 4x4 block is treated as a single pixel. If a BPTC image has a width or height that is not a multiple of four, the data corresponding to texels outside the image are irrelevant and undefined. There are two distinct BPTC image formats each of which has two variants.
The formats are similar, so the description of the float format will reference significant sections of the UNORM description. Each block contains enough information to select and decode a pair of colors called endpoints, interpolate between those endpoints in a variety of ways, then remap the result into the final output.
Each block can contain data in one of eight modes.Xbox Series X Texture Compression Tech Detailed - Nvidia Updates DLSS With Incredible Results
The mode is identified by the lowest bits of the lowest byte. It is encoded as zero or more zeros followed by a one. For example, using x to indicate a bit not included in the mode number, mode 0 is encoded as xxxxxxx1 in the low byte in binary, mode 5 is xx, and mode 7 is Encoding the low byte as zero is reserved and should not be used when encoding a BPTC texture. All further decoding is driven by the values derived from the mode listed in Table.
M below. The fields in the block are always in the same order for all modes. Starting at the lowest bit after the mode and going up from LSB to MSB in byte stream order, these fields are: partition number, rotation, index selection, color, alpha, per-endpoint P-bit, shared P-bit, primary indices, and secondary indices.Our plan is to move to an open public beta soon once we have some feedback on how well the build is working.
In X-Plane If the sim crashes really early e. There are also command line overrides to control the driver for people running performance testing scenarios. If you really like flying at 5 fps, you can re-enable this in settings.
What we have found over the last few years is that users will drag every slider all the way to the right, and then be surprised that the sim has poor performance. With the OpenGL driver, when VRAM is exhausted, textures are moved to system memory, and the application stutters while the driver makes this mad last-minute shuffle. When running with Metal and Vulkan, X-Plane will reduce the resolution of your textures while you fly, in the background, without stutters, preferring to reduce resolution on textures that are not being used right now.
The result should be smoother and generally less disruptive. X-Plane Pre-compress your textures for best results! This means that when we have a stutter we can take the frame apart and figure out exactly why that happens. One of the last fire-drills before sending out a build happened last week — with the Vulkan back-end and memory paging working correctly, we would still see these violent stutters flying over downtown LA.
As it turned out, the code to delete autogen as you flew away from it was too slow and was causing hitching every time a 3 km AG square had to be torn down. That code is now rewritten and the results are much smoother.
The bottom of the screen shows a block diagram of some of the tasks that went into the current frame render. That big blank space in the middle of the screen is time spent doing something probably in the window manager that we do not yet track.
One last show-and-tell pic: for some reason when running at 45 fps, the sim is actually running at a mix of 60 and 30 fps every other frame, which is not good. We can easily see this with our tools:. Here we can see two frames, a long one on the left and a short one on the right. The long frame is stuck waiting for the window manager to give us some VRAM to draw into.
With this kind of detail, we can at least understand the bug and try to fix it. At this point the only thing left to do is fix bugs, some of which are still open even as the private beta goes out. Sincere congratulations for your progress on Vulkan.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
VK_EXT_texture_compression_astc_hdr(3) Manual Page
If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. Binaries for ISPC v1.
Download the appropriate compiler for your target, and place the binary in the following directories:. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. Sign up. Branch: master. Find file. Sign in Sign up. Go back. Launching Xcode If nothing happens, download Xcode and try again.
Latest commit. Latest commit 69e76ae Jul 12, Linux: Use make -f Makefile. You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Feb 8, Update to ispc v1. Jan 9, Add license to readme and add contributing information. Jul 12, Add screenshot to readme.Our team has updated the Vulkan SDK with new sample code and tutorials.
All sample code is released in github, under an MIT license. This latest SDK update includes two new Vulkan features with ARM Mali sample code and tutorials, which will help you to optimize your mobile graphics apps:.
The Multipass feature in Vulkan enables developers to implement intense bandwidth requests without the need to access external memory. However, now with Vulkan Multipass, there is no need of vendor-specific code paths to enable on-tile rendering anymore. Multipass allows a render pass to contain multiple subpasses. This enables tiled-based GPUs like ARM Mali to merge two or more subpasses into one render pass, where the results from one subpass can be kept on-tile in-between the two subpasses.
The resulting benefits are the removal of the need to access external memory, and so, making the implementation faster and reducing power consumption.
Texture compression is vital to reduce the size of games and other applications which rely heavily on textures. Furthermore, texture compression reduces bandwidth on the GPU which can improve performance and significantly reduce power consumption. Adaptative Scalable Texture Compression ASTC produces high quality compressed textures at very low bit rates and in many different types of image format configurations. ASTC is the most flexible and efficient texture compression format, making it the leading edge texture compression standard for GPUs.
Site Search User. Graphics and Gaming. More blogs in Graphics and Gaming. Graphics and Gaming blog. RSS More Cancel. Related blog posts. Related forum threads. Vulkan SDK update. This latest SDK update includes two new Vulkan features with ARM Mali sample code and tutorials, which will help you to optimize your mobile graphics apps: Vulkan Multipass The Multipass feature in Vulkan enables developers to implement intense bandwidth requests without the need to access external memory.
Adaptative Scalable Texture Compression Texture compression is vital to reduce the size of games and other applications which rely heavily on textures. In this blog we explain the best way to manage command buffers and multi threaded recording when using Vulkan according to our best practices mobile. March 25, In this second part of our FAQ blog we discuss the most common questions that get asked by developers when dealing with the Vulkan best practices repository that is hosted by Khronos.
March 10, Mobile gaming is advancing rapidly in terms of sophistication, making manual performance analysis a bottleneck. Arm Performance Advisor is a tool aiming to automate performance analysis. March 9, Our plan is to move to an open public beta soon once we have some feedback on how well the build is working. When that is will depend on the bug reports; I'm crossing my fingers.
In X-Plane If the sim crashes really early e.
There are also command line overrides to control the driver for people running performance testing scenarios. I should also mention that we've changed what the reflections slider does - it's now like X-Plane 10 and does not attempt to update the environment cubemaps in real-time. If you really like flying at 5 fps, you can re-enable this in settings.
What we have found over the last few years is that users will drag every slider all the way to the right, and then be surprised that the sim has poor performance. While I have in the past dismissively claimed that they are doing it wrong "don't put every topping on your pizza" the inevitable truth is that we are violating an industry UI norm by having the highest possible settings run beyond the scope of the fastest possible computers our users can get their hands on.
Now that we have Vulkan and Metal running, we can make some judgments about what will and won't be real-time. With the OpenGL driver, when VRAM is exhausted, textures are moved to system memory, and the application stutters while the driver makes this mad last-minute shuffle.
When running with Metal and Vulkan, X-Plane will reduce the resolution of your textures while you fly, in the background, without stutters, preferring to reduce resolution on textures that are not being used right now. The result should be smoother and generally less disruptive. You can still lower the overall texture resolution to better fit your card's budget. It's an area where we just need to collect use-case data to better tune the algorithm.
X-Plane I have to recommend texture compression in the strongest possible terms; while the artifacts are annoying, when we turn it off, everything looks worse due to the VRAM pressure - uncompressed just isn't a good way to use our VRAM budget. Pre-compress your textures for best results! At this point the only thing left to do is fix bugs, some of which are still open even as the private beta goes out.
Intel HD Graphics Driver v4944 (OpenGL 4.5, Vulkan 1.0.66)
We will move to public beta once we have something where we think the initial experience isn't a blue screen and tears. I am looking for a TSR-2 for fs9. Let me know if you know of one please I'm looking for a Blackburn Beverley for FS I can find it for FS Any ideas please?
Hello everyone. New in town but learning and my question is i'm having trouble closing and saving an aircraft. I will click Advanced Search.
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Need help getting started?The method of compression is strikingly similar to the previously published Color Cell Compression which is in turn an adaptation of Block Truncation Coding published in the late s. Unlike some image compression algorithms e. Color Cell Compression and some VQ -based schemes made it well-suited for use in compressing textures in hardware-accelerated 3D computer graphics.
Its subsequent inclusion in Microsoft 's DirectX 6. While S3 Graphics is no longer a competitor in the graphics accelerator market, license fees have been levied and collected for the use of S3TC technology until Octoberfor example in game consoles and graphics cards. The wide use of S3TC has led to a de facto requirement for OpenGL drivers to support it, but the patent-encumbered status of S3TC presented a major obstacle to open source implementations,  while implementation approaches which tried to avoid the patented parts existed.
Some e. This continuation patent expired on March 16, S3TC is a lossy compression algorithm, resulting in image quality degradation, an effect which is minimized by the ability to increase texture resolutions while maintaining the same memory requirements. Hand-drawn cartoon-like images do not compress well, nor do normal map data, both of which usually generate artifacts. Like many modern image compression algorithms, S3TC only specifies the method used to decompress images, allowing implementers to design the compression algorithm to suit their specific needs, although the patent still covers compression algorithms.
The nVidia GeForce through to GeForce 4 cards also used bit interpolation to render DXT1 textures, which resulted in banding when unpacking textures with color gradients.
Again, this created an unfavorable impression of texture compressionnot related to the fundamentals of the codec itself. This mode operates similarly to mode 0xC0 of the original Apple Video codec. This color sometimes causes a black border surrounding the transparent area when linear texture filtering is used, due to colors being interpolated between the color of opaque texel and neighbouring black transparent texel.
In DXT2, the color data is interpreted as being premultiplied by alphain DXT3 it is interpreted as not having been premultiplied by alpha. DXT4 and DXT5 collectively also known as Block Compression 3 or BC3 converts 16 input pixels into bits of output, consisting of 64 bits of alpha channel data two 8 bit alpha values and a 4x4 3 bit lookup table followed by 64 bits of color data encoded the same way as DXT1.
From Wikipedia, the free encyclopedia. Retrieved The patent on S3 texture compression expires on October 2,so Steam games might work better on Fedora after that date. Archived from the original on January 3, This section's use of external links may not follow Wikipedia's policies or guidelines. Please improve this article by removing excessive or inappropriate external links, and converting useful links where appropriate into footnote references.
February Learn how and when to remove this template message. Categories : 3D computer graphics Lossy compression algorithms Texture compression.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. Fixes rendering issues with compressed 3d textures e.
Avoid byte sized subspans. This is very slow. Just grab the whole slice at once if possible and assert on size of the src span before starting the transfer. I initially thought the count was in bytes too.
But it is in subspans. I verified it by stepping through the assembly code. It uses a single MMX register to copy 16 bytes at a time. Unnecessary new line at beginning of function.
The newline with the brace already does the separation for you. Brace on newline; its not conserving vertical space either due to the extra space after the block. Clarify why this is needed if it is intentional. My concern about non-power-of-2 depth still remains. I'll try to put some more documentation in the code.
Alot of issues are just whitespace formatting, no big deal. The decoding itself is rather curious although admittedly I have not had as much time to tinker with VTC compression as you have. I find it very strange that nvidia still enforces this extension with no way to disable it on modern opengl, despite every other vendor ignoring it. Man, you work fast! I was hoping to fix the white space issues before anyone reviewed the code.
It looks like the first four or so texture planes are correct, and the rest is offset in some way. The first can be found on plane 14 in the upper right and renders wrong, the second can be found on plane 1 near the middle and renders correctly.
AdmiralCurtiss - thanks for the detailed analysis. In other words, the VTC untiling now handles a depth that is not a multiple of 4. Hopefully, this is what you had it mind from reading the spec. In case you didn't notice, the big problem here isn't the slight X offset, although that was certainly also an issue might be fixed now but hard to say, there's certainly still stray pixels on some glyphsbut rather that it renders characters from a completely different plane.