1cc1dc7a3Sopenharmony_ci# Effective ASTC Encoding 2cc1dc7a3Sopenharmony_ci 3cc1dc7a3Sopenharmony_ciMost texture compression schemes encode a single color format at single 4cc1dc7a3Sopenharmony_cibitrate, so there are relatively few configuration options available to content 5cc1dc7a3Sopenharmony_cicreators beyond selecting which compressed format to use. 6cc1dc7a3Sopenharmony_ci 7cc1dc7a3Sopenharmony_ciASTC on the other hand is an extremely flexible container format which can 8cc1dc7a3Sopenharmony_cicompress multiple color formats at multiple bit rates. Inevitably this 9cc1dc7a3Sopenharmony_ciflexibility gives rise to questions about how to best use ASTC to encode a 10cc1dc7a3Sopenharmony_cispecific color format, or what the equivalent settings are to get a close 11cc1dc7a3Sopenharmony_cimatch to another compression format. 12cc1dc7a3Sopenharmony_ci 13cc1dc7a3Sopenharmony_ciThis page aims to give some guidelines, but note that they are only guidelines 14cc1dc7a3Sopenharmony_ciand are not exhaustive so please deviate from them as needed. 15cc1dc7a3Sopenharmony_ci 16cc1dc7a3Sopenharmony_ci## Traditional format reference 17cc1dc7a3Sopenharmony_ci 18cc1dc7a3Sopenharmony_ciThe most commonly used non-ASTC compressed formats, their color format, and 19cc1dc7a3Sopenharmony_citheir compressed bitrate are shown in the table below. 20cc1dc7a3Sopenharmony_ci 21cc1dc7a3Sopenharmony_ci| Name | Color Format | Bits/Pixel | Notes | 22cc1dc7a3Sopenharmony_ci| -------- | ------------ | ---------- | ---------------- | 23cc1dc7a3Sopenharmony_ci| BC1 | RGB+A | 4 | RGB565 + 1-bit A | 24cc1dc7a3Sopenharmony_ci| BC3 | RGB+A | 8 | BC1 RGB + BC4 A | 25cc1dc7a3Sopenharmony_ci| BC3nm | G+R | 8 | BC1 G + BC4 R | 26cc1dc7a3Sopenharmony_ci| BC4 | R | 4 | L8 | 27cc1dc7a3Sopenharmony_ci| BC5 | R+G | 8 | BC1 R + BC1 G | 28cc1dc7a3Sopenharmony_ci| BC6H | RGB (HDR) | 8 | | 29cc1dc7a3Sopenharmony_ci| BC7 | RGB / RGBA | 8 | | 30cc1dc7a3Sopenharmony_ci| EAC_R11 | R | 4 | R11 | 31cc1dc7a3Sopenharmony_ci| EAC_RG11 | RG | 8 | RG11 | 32cc1dc7a3Sopenharmony_ci| ETC1 | RGB | 4 | RGB565 | 33cc1dc7a3Sopenharmony_ci| ETC2 | RGB+A | 4 | RGB565 + 1-bit A | 34cc1dc7a3Sopenharmony_ci| ETC2+EAC | RGB+A | 8 | RGB565 + EAC A | 35cc1dc7a3Sopenharmony_ci| PVRTC | RGBA | 2 or 4 | | 36cc1dc7a3Sopenharmony_ci 37cc1dc7a3Sopenharmony_ci**Note:** BC2 (RGB+A) is not included in the table because it's rarely used in 38cc1dc7a3Sopenharmony_cipractice due to poor quality alpha encoding; BC3 is nearly always used instead. 39cc1dc7a3Sopenharmony_ci 40cc1dc7a3Sopenharmony_ci**Note:** Color representations shown with a `+` symbol indicate non-correlated 41cc1dc7a3Sopenharmony_cicompression groups; e.g. an `RGB + A` format compresses `RGB` and `A` 42cc1dc7a3Sopenharmony_ciindependently and does not assume the two signals are correlated. This can be 43cc1dc7a3Sopenharmony_cia strength (it improves quality when compressing non-correlated signals), but 44cc1dc7a3Sopenharmony_cialso a weakness (it reduces quality when compressing correlated signals). 45cc1dc7a3Sopenharmony_ci 46cc1dc7a3Sopenharmony_ci# ASTC Format Mapping 47cc1dc7a3Sopenharmony_ci 48cc1dc7a3Sopenharmony_ciThe main question which arises with the mapping of another format on to ASTC 49cc1dc7a3Sopenharmony_ciis how to handle cases where the input isn't a 4 component RGBA input. ASTC is 50cc1dc7a3Sopenharmony_cia container format which always decompresses in to a 4 component RGBA result. 51cc1dc7a3Sopenharmony_ciHowever, the internal compressed representation is very flexible and can store 52cc1dc7a3Sopenharmony_ci1-4 components as needed on a per-block basis. 53cc1dc7a3Sopenharmony_ci 54cc1dc7a3Sopenharmony_ciTo get the best quality for a given bitrate, or the lowest bitrate for a given 55cc1dc7a3Sopenharmony_ciquality, it is important that as few components as possible are stored in the 56cc1dc7a3Sopenharmony_ciinternal representation to avoid wasting coding space. 57cc1dc7a3Sopenharmony_ci 58cc1dc7a3Sopenharmony_ciSpecific optimizations in the ASTC coding scheme exist for: 59cc1dc7a3Sopenharmony_ci 60cc1dc7a3Sopenharmony_ci* Encoding the RGB components as a single luminance component, so only a single 61cc1dc7a3Sopenharmony_ci value needs to be stored in the coding instead of three. 62cc1dc7a3Sopenharmony_ci* Encoding the A component as a constant 1.0 value, so the coding doesn't 63cc1dc7a3Sopenharmony_ci actually need to store a per-pixel alpha value at all. 64cc1dc7a3Sopenharmony_ci 65cc1dc7a3Sopenharmony_ci... so mapping your inputs given to the compressor to hit these paths is 66cc1dc7a3Sopenharmony_cireally important if you want to get the best output quality for your chosen 67cc1dc7a3Sopenharmony_cibitrate. 68cc1dc7a3Sopenharmony_ci 69cc1dc7a3Sopenharmony_ci## Encoding 1-4 component data 70cc1dc7a3Sopenharmony_ci 71cc1dc7a3Sopenharmony_ciThe table below shows the recommended component usage for data with different 72cc1dc7a3Sopenharmony_cinumbers of color components present in the data. 73cc1dc7a3Sopenharmony_ci 74cc1dc7a3Sopenharmony_ciThe coding swizzle should be applied when compressing an image. This can be 75cc1dc7a3Sopenharmony_cihandled by the compressor when reading an uncompressed input image by 76cc1dc7a3Sopenharmony_cispecifying the swizzle using the `-esw` command line option. 77cc1dc7a3Sopenharmony_ci 78cc1dc7a3Sopenharmony_ciThe sampling swizzle is what your should use in your shader programs to read 79cc1dc7a3Sopenharmony_cithe data from the compressed texture, assuming no additional API-level 80cc1dc7a3Sopenharmony_cicomponent swizzling is specified by the application. 81cc1dc7a3Sopenharmony_ci 82cc1dc7a3Sopenharmony_ci| Input components | ASTC Endpoint | Coding Swizzle | Sampling Swizzle | 83cc1dc7a3Sopenharmony_ci| -------------- | ------------- | -------------- | ------------------ | 84cc1dc7a3Sopenharmony_ci| 1 | L + 1 | `rrr1` | `.g` <sup>1</sup> | 85cc1dc7a3Sopenharmony_ci| 2 | L + A | `rrrg` | `.ga` <sup>1</sup> | 86cc1dc7a3Sopenharmony_ci| 3 | RGB + 1 | `rgb1` | `.rgb` | 87cc1dc7a3Sopenharmony_ci| 4 | RGB + A | `rgba` | `.rgba` | 88cc1dc7a3Sopenharmony_ci 89cc1dc7a3Sopenharmony_ci**1:** Sampling from `g` is preferred to sampling from `r` because it allows a 90cc1dc7a3Sopenharmony_cisingle shader to be compatible with ASTC, BC1, or ETC formats. BC1 and ETC1 91cc1dc7a3Sopenharmony_cistore color endpoints as RGB565 data, so the `g` component will have higher 92cc1dc7a3Sopenharmony_ciprecision. For ASTC it doesn't actually make any difference; the same single 93cc1dc7a3Sopenharmony_cicomponent luminance will be returned for all three of the `.rgb` components. 94cc1dc7a3Sopenharmony_ci 95cc1dc7a3Sopenharmony_ci## Equivalence with other formats 96cc1dc7a3Sopenharmony_ci 97cc1dc7a3Sopenharmony_ciBased on these component encoding requirements we can now derive the the ASTC 98cc1dc7a3Sopenharmony_cicoding equivalents for most of the other texture compression formats in common 99cc1dc7a3Sopenharmony_ciuse today. 100cc1dc7a3Sopenharmony_ci 101cc1dc7a3Sopenharmony_ci| Formant | ASTC Coding Swizzle | ASTC Sampling Swizzle | Notes | 102cc1dc7a3Sopenharmony_ci| -------- | ------------------- | --------------------- | ---------------- | 103cc1dc7a3Sopenharmony_ci| BC1 | `rgba` <sup>1</sup> | `.rgba` | | 104cc1dc7a3Sopenharmony_ci| BC3 | `rgba` | `.rgba` | | 105cc1dc7a3Sopenharmony_ci| BC3nm | `gggr` | `.ag` | | 106cc1dc7a3Sopenharmony_ci| BC4 | `rrr1` | `.r` | | 107cc1dc7a3Sopenharmony_ci| BC5 | `rrrg` | `.ra` <sup>2</sup> | | 108cc1dc7a3Sopenharmony_ci| BC6H | `rgb1` | `.rgb` <sup>3</sup> | HDR profile only | 109cc1dc7a3Sopenharmony_ci| BC7 | `rgba` | `.rgba` | | 110cc1dc7a3Sopenharmony_ci| EAC_R11 | `rrr1` | `.r` | | 111cc1dc7a3Sopenharmony_ci| EAC_RG11 | `rrrg` | `.ra` <sup>2</sup> | | 112cc1dc7a3Sopenharmony_ci| ETC1 | `rgb1` | `.rgb` | | 113cc1dc7a3Sopenharmony_ci| ETC2 | `rgba` <sup>1</sup> | `.rgba` | | 114cc1dc7a3Sopenharmony_ci| ETC2+EAC | `rgba` | `.rgba` | | 115cc1dc7a3Sopenharmony_ci| ETC2+EAC | `rgba` | `.rgba` | | 116cc1dc7a3Sopenharmony_ci 117cc1dc7a3Sopenharmony_ci**1:** ASTC has no equivalent of the 1-bit punch-through alpha encoding 118cc1dc7a3Sopenharmony_cisupported by BC1 or ETC2; if alpha is present it will be a full alpha 119cc1dc7a3Sopenharmony_cicomponent. 120cc1dc7a3Sopenharmony_ci 121cc1dc7a3Sopenharmony_ci**2:** ASTC relies on using the L+A color endpoint type for coding efficiency 122cc1dc7a3Sopenharmony_cifor two component data. It therefore has no direct equivalent of a two-plane 123cc1dc7a3Sopenharmony_ciformat sampled though the `.rg` components such as BC5 or EAC_RG11. This can 124cc1dc7a3Sopenharmony_cibe emulated by setting texture component swizzles in the runtime API - e.g. via 125cc1dc7a3Sopenharmony_ci`glTexParameteri()` for OpenGL ES - although it has been noted that API 126cc1dc7a3Sopenharmony_cicontrolled swizzles are not available in WebGL. 127cc1dc7a3Sopenharmony_ci 128cc1dc7a3Sopenharmony_ci**3:** ASTC can only store unsigned values, and has no equivalent of the BC6 129cc1dc7a3Sopenharmony_cisigned endpoint mode. 130cc1dc7a3Sopenharmony_ci 131cc1dc7a3Sopenharmony_ci# Other Considerations 132cc1dc7a3Sopenharmony_ci 133cc1dc7a3Sopenharmony_ciThis section outlines some of the other things to consider when encoding 134cc1dc7a3Sopenharmony_citextures using ASTC. 135cc1dc7a3Sopenharmony_ci 136cc1dc7a3Sopenharmony_ci## Decode mode extensions 137cc1dc7a3Sopenharmony_ci 138cc1dc7a3Sopenharmony_ciASTC is specified to decompress into a 16-bit per component RGBA output by 139cc1dc7a3Sopenharmony_cidefault, with the exception of the sRGB format which uses an 8-bit value for the 140cc1dc7a3Sopenharmony_ciRGB components. 141cc1dc7a3Sopenharmony_ci 142cc1dc7a3Sopenharmony_ciDecompressing in to a 16-bit per component output format is often higher than 143cc1dc7a3Sopenharmony_cimany use cases require, especially for LDR textures which originally came from 144cc1dc7a3Sopenharmony_cian 8-bit per component source image. Most implementations of ASTC support the 145cc1dc7a3Sopenharmony_cidecode mode extensions, which allow an application to opt-in to a lower 146cc1dc7a3Sopenharmony_ciprecision decompressed format (RGBA8 for LDR, RGB9E5 for HDR). Using these 147cc1dc7a3Sopenharmony_ciextensions can improve GPU texture cache efficiency, and even improve texturing 148cc1dc7a3Sopenharmony_cifiltering throughput, for use cases that do not need the higher precision. 149cc1dc7a3Sopenharmony_ci 150cc1dc7a3Sopenharmony_ciThe ASTC format uses different data rounding rules when the decode mode 151cc1dc7a3Sopenharmony_ciextensions are used. To ensure that the compressor chooses the best encodings 152cc1dc7a3Sopenharmony_cifor the RGBA8 rounding rules, you can specify `-decode_unorm8` when compressing 153cc1dc7a3Sopenharmony_citextures that will be decompressed into the RGBA8 intermediate. This gives a 154cc1dc7a3Sopenharmony_cismall image quality boost. 155cc1dc7a3Sopenharmony_ci 156cc1dc7a3Sopenharmony_ci**Note:** This mode is automatically enabled if you use the `astcenc` 157cc1dc7a3Sopenharmony_cidecompressor to write an 8-bit per component output image. 158cc1dc7a3Sopenharmony_ci 159cc1dc7a3Sopenharmony_ci## Encoding non-correlated components 160cc1dc7a3Sopenharmony_ci 161cc1dc7a3Sopenharmony_ciMost other texture compression formats have a static component assignment in 162cc1dc7a3Sopenharmony_citerms of the expected data correlation. For example, ETC2+EAC assumes that RGB 163cc1dc7a3Sopenharmony_ciare always correlated and that alpha is non-correlated. ASTC can automatically 164cc1dc7a3Sopenharmony_ciencode data as either fully correlated across all 4 components, or with any one 165cc1dc7a3Sopenharmony_cicomponent assigned to a separate non-correlated partition to the other three. 166cc1dc7a3Sopenharmony_ci 167cc1dc7a3Sopenharmony_ciThe non-correlated component can be changed on a block-by-block basis, so the 168cc1dc7a3Sopenharmony_cicompressor can dynamically adjust the coding based on the data present in the 169cc1dc7a3Sopenharmony_ciimage. This means that there is no need for non-correlated data to be stored 170cc1dc7a3Sopenharmony_ciin a specific component in the input image. 171cc1dc7a3Sopenharmony_ci 172cc1dc7a3Sopenharmony_ciIt is however worth noting that the alpha component is treated differently to 173cc1dc7a3Sopenharmony_cithe RGB color components in some circumstances: 174cc1dc7a3Sopenharmony_ci 175cc1dc7a3Sopenharmony_ci* When coding for sRGB the alpha component will always be stored in linear 176cc1dc7a3Sopenharmony_ci space. 177cc1dc7a3Sopenharmony_ci* When coding for HDR the alpha component can optionally be kept as LDR data. 178cc1dc7a3Sopenharmony_ci 179cc1dc7a3Sopenharmony_ci## Encoding normal maps 180cc1dc7a3Sopenharmony_ci 181cc1dc7a3Sopenharmony_ciThe best way to store normal maps using ASTC is similar to the scheme used by 182cc1dc7a3Sopenharmony_ciBC5; store the X and Y components of a unit-length normal. The Z component of 183cc1dc7a3Sopenharmony_cithe normal can be reconstructed in shader code based on the knowledge that the 184cc1dc7a3Sopenharmony_civector is unit length. 185cc1dc7a3Sopenharmony_ci 186cc1dc7a3Sopenharmony_ciTo encode this we need to store only two input components in the compressed 187cc1dc7a3Sopenharmony_cidata, and therefore use the `rrrg` coding swizzle to align the data with the 188cc1dc7a3Sopenharmony_ciASTC luminance+alpha endpoint. We can sample this in shader code using the 189cc1dc7a3Sopenharmony_ci`.ga` sampling swizzle, and reconstruct the Z value with: 190cc1dc7a3Sopenharmony_ci 191cc1dc7a3Sopenharmony_ci vec3 nml; 192cc1dc7a3Sopenharmony_ci nml.xy = texture(...).ga; // Load normals (range 0 to 1) 193cc1dc7a3Sopenharmony_ci nml.xy = nml.xy * 2.0 - 1.0; // Unpack normals (range -1 to +1) 194cc1dc7a3Sopenharmony_ci nml.z = sqrt(1 - dot(nml.xy, nml.xy)); // Compute Z, given unit length 195cc1dc7a3Sopenharmony_ci 196cc1dc7a3Sopenharmony_ciThe encoding swizzle and appropriate component weighting is enabled by using 197cc1dc7a3Sopenharmony_cithe `-normal` command line option. If you wish to use a different pair of 198cc1dc7a3Sopenharmony_cicomponents you can specify a custom swizzle after setting the `-normal` 199cc1dc7a3Sopenharmony_ciparameter. For example, to match BC5n component ordering use 200cc1dc7a3Sopenharmony_ci`-normal -esw gggr` for compression and `-normal -dsw arz1` for decompression. 201cc1dc7a3Sopenharmony_ci 202cc1dc7a3Sopenharmony_ci## Encoding sRGB data 203cc1dc7a3Sopenharmony_ci 204cc1dc7a3Sopenharmony_ciThe ASTC LDR profile can compress sRGB encoded color, which is a more 205cc1dc7a3Sopenharmony_ciefficient use of bits than storing linear encoded color because the gamma 206cc1dc7a3Sopenharmony_cicorrected value distribution more closely matches human perception of 207cc1dc7a3Sopenharmony_ciluminance. 208cc1dc7a3Sopenharmony_ci 209cc1dc7a3Sopenharmony_ciFor color data it is nearly always a perceptual quality win to use sRGB input 210cc1dc7a3Sopenharmony_cisource textures that are then compressed using the ASTC sRGB compression mode 211cc1dc7a3Sopenharmony_ci(compress using the `-cs` command line option rather than the `-cl` command 212cc1dc7a3Sopenharmony_ciline option). Note that sRGB gamma correction is only applied to the RGB 213cc1dc7a3Sopenharmony_cicomponents during decode; the alpha component is always treated as linear 214cc1dc7a3Sopenharmony_ciencoded data. 215cc1dc7a3Sopenharmony_ci 216cc1dc7a3Sopenharmony_ci*Important:* The uncompressed input texture provided on the command line must 217cc1dc7a3Sopenharmony_cibe stored in the sRGB color space for `-cs` to function correctly. 218cc1dc7a3Sopenharmony_ci 219cc1dc7a3Sopenharmony_ci## Encoding HDR data 220cc1dc7a3Sopenharmony_ci 221cc1dc7a3Sopenharmony_ciHDR data can be encoded just like LDR data, but with some caveats around 222cc1dc7a3Sopenharmony_cihandling the alpha component. 223cc1dc7a3Sopenharmony_ci 224cc1dc7a3Sopenharmony_ciFor many use cases the alpha component is an actual alpha opacity component and 225cc1dc7a3Sopenharmony_ciis therefore used for storing an LDR value between 0 and 1. For these cases use 226cc1dc7a3Sopenharmony_cithe `-ch` compressor option which will treat the RGB components as HDR, but the 227cc1dc7a3Sopenharmony_ciA component as LDR. 228cc1dc7a3Sopenharmony_ci 229cc1dc7a3Sopenharmony_ciFor other use cases the alpha component is simply a fourth data component which 230cc1dc7a3Sopenharmony_ciis also storing an HDR value. For these cases use the `-cH` compressor option 231cc1dc7a3Sopenharmony_ciwhich will treat all components as HDR data. 232cc1dc7a3Sopenharmony_ci 233cc1dc7a3Sopenharmony_ci- - - 234cc1dc7a3Sopenharmony_ci 235cc1dc7a3Sopenharmony_ci_Copyright © 2019-2024, Arm Limited and contributors. All rights reserved._ 236