From 6136d38196802f54861b57dd0a9fd0bc6eeef1bc Mon Sep 17 00:00:00 2001 From: Rich Geldreich Date: Mon, 31 Aug 2026 23:48:59 -0400 Subject: [PATCH] Update README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 13979b5..e04bcdf 100644 --- a/README.md +++ b/README.md @@ -24,7 +24,7 @@ The system supports eight modes (or codecs). In the order they were implemented: 4. **ASTC HDR 6x6 (with or without RDO)**: Standard ASTC HDR 6x6 5. **UASTC HDR 6x6 Intermediate ("GPU Photo HDR")**: Supercompressed ASTC HDR 6x6 6. **ASTC LDR 4x4-12x12 (all 14 standard ASTC block sizes, with or without basic windowed RDO)**: Standard ASTC LDR 4x4-12x12 -7. [**XUASTC LDR 4x4-12x12](https://github.com/BinomialLLC/basis_universal/wiki/XUASTC-LDR) (all 14 standard ASTC block sizes, "GPU Photo LDR/SDR")**: A latent-space GPU texture codec supporting ASTC LDR supercompression with Weight Grid DCT ([Discrete Cosine Transform](https://grokipedia.com/page/Discrete_cosine_transform)) for very high quality, extreme bitrate scalability, optional adaptive deblocking (CPU or using a [simple GPU pixel shader](https://github.com/BinomialLLC/basis_universal/tree/master/shader_deblocking_glfw) compatible with mipmapping and filtering), three entropy coding profiles (Zstd, arithmetic or hybrid). See [JPEG for ASTC](https://github.com/BinomialLLC/basis_universal/wiki/JPEG-for-ASTC), and the [ASTC and XUASTC LDR Usage Guide](https://github.com/BinomialLLC/basis_universal/wiki/ASTC-and-XUASTC-LDR-Usage-Guide). As of v2.50 the XUASTC/ASTC encoders now support in-loop deblocking via a global optimization step (using Stochastic Coordinate Descent/SCD). An optional deblocking pixel shader can be used to reduce block artifacts on the largest ASTC/XUASTC block sizes (10x8 or larger by default). The encoder can now optimize the output taking into account the deblocking filter. +7. [**XUASTC LDR 4x4-12x12**](https://github.com/BinomialLLC/basis_universal/wiki/XUASTC-LDR) (all 14 standard ASTC block sizes, "GPU Photo LDR/SDR"): A latent-space GPU texture codec supporting ASTC LDR supercompression with Weight Grid DCT ([Discrete Cosine Transform](https://grokipedia.com/page/Discrete_cosine_transform)) for very high quality, extreme bitrate scalability, optional adaptive deblocking (CPU or using a [simple GPU pixel shader](https://github.com/BinomialLLC/basis_universal/tree/master/shader_deblocking_glfw) compatible with mipmapping and filtering), three entropy coding profiles (Zstd, arithmetic or hybrid). See [JPEG for ASTC](https://github.com/BinomialLLC/basis_universal/wiki/JPEG-for-ASTC), and the [ASTC and XUASTC LDR Usage Guide](https://github.com/BinomialLLC/basis_universal/wiki/ASTC-and-XUASTC-LDR-Usage-Guide). As of v2.50 the XUASTC/ASTC encoders now support in-loop deblocking via a global optimization step (using Stochastic Coordinate Descent/SCD). An optional deblocking pixel shader can be used to reduce block artifacts on the largest ASTC/XUASTC block sizes (10x8 or larger by default). The encoder can now optimize the output taking into account the deblocking filter. 8. [**XUBC7**](https://github.com/BinomialLLC/basis_universal/wiki/XUBC7-File-Format): A latent-space GPU texture codec supporting lossless or lossy supercompressed standard BC7 (all modes, all mode features, all 2/3 subset partition patterns). Supports near-loss transcoding to ASTC LDR 4x4 and real-time encoding to numerous other LDR texture formats: ETC1/2, PVRTC1, etc. Uses residual weight grid DPCM and (in lossy mode) absolute+residual Weight Grid DCT. Also supports optional RDO (rate-distortion optimization). Lossless bitrate is ~3.5-5.6 bpp, lossy is ~0.8-3.5 bpp, with the lossy sweet spot being around 1.15-2.5 bpp. XUBC7 decompression is fully fixed-point, and the low-level format supports multithreaded transcoding (up to 8 threads). Always uses Zstd. The C/C++ encoder and transcoder libraries can be compiled to native code or WebAssembly (web or WASI), and all encoder/transcoder features can be accessed from JavaScript via a C++ wrapper library which optionally supports [WASM multithreading](https://web.dev/articles/webassembly-threads) for fast encoding in the browser. [WASM WASI](https://wasi.dev/) builds, for the command line tool and the encoder/transcoder as a WASI module using a pure C API, are also supported.