Update README.md

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Rich Geldreich
2019-05-09 18:56:29 -07:00
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@@ -77,7 +77,7 @@ Internally, Basis files are composed of a non-uniform texture array of one or mo
Basis files have a single set of compressed global endpoint/selector codebooks in ETC1S format, which all slices utilize. The ETC1S texture data is compressed using vector quantization (VQ) seperately on the endpoints and selectors, followed by DPCM/RLE/psuedo-MTF/canonical Huffman coding. Each ETC1S texture slice may be a different resolution. Mipmaps (if any) are always stored in order from largest to smallest level. The file format supports either storing the selector codebook directly (using DPCM+Huffman), or storing the selector codebook using a hierarchical virtual codebook scheme.
Once the codebook and Huffman tables are decompressed, the slices are randomly accessible in any order. Opaque files always have one slice per image mipmap level, and files with alpha channels always have two slices per image mipmap level (even if some images in the file don't have alpha channels, i.e. alpha is all or nothing at the file level). The transcoder abstracts these details away into a simple "image" API, which is what most callers will use. An image is either one or more RGB slices (one per mipmap level), or one or more pairs of RGB/A slices (two per mipmap level). Internally, alpha slices are also stored in ETC1S format, like the color data, so selector correlations across color/alpha can be exploited.
Once the codebook and Huffman tables are decompressed, the slices are randomly accessible in any order. Opaque files always have one slice per image mipmap level, and files with alpha channels always have two slices per image mipmap level (even if some images in the file don't have alpha channels, i.e. alpha is all or nothing at the file level). The transcoder abstracts these details away into a simple "image" API, which is what most callers will use. An image is either one or more RGB slices (one per mipmap level), or one or more pairs of RGB/A slices (two per mipmap level). Internally, alpha slices are also stored in ETC1S format, like the color data, so selector correlations across color/alpha can be exploited. This also allows both RGB and alpha slices to be transcoded to opaque-only texture formats like ETC1, BC1, or PVRTC1 with no transparency.
We currently only support CPU transcoding, but GPU assisted transcoding/format conversion is also possible by uploading the decompressed codebooks as textures and using compute shaders to convert the ETC1S codebook block indices to the desired output texture or pixel format.