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Update README.md
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@@ -110,7 +110,7 @@ Weight Grid DCT can be disabled; however, supercompression remains available wit
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Supports adaptive deblocking when transcoding from larger block sizes; this can be disabled using a transcoder flag.
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One interesting use of XUASTC LDR which works with any of the 14 block sizes: the efficient distribution of texture content compressed to very low bitrates vs. older systems, resulting in game-changing download time reductions. Using the larger XUASTC block sizes (beyond 6x6) with Weight Grid DCT and adaptive deblocking, **any developer can now distribute texture and image content destined for BC7 at .35-1.5 bpp**, and **cache the transcoded BC7 data on a modern Gen 4 or 5 (10+ GB/sec.) SSD**.
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One interesting use of XUASTC LDR which works with any of the 14 block sizes: the efficient distribution of texture content compressed to very low bitrates vs. older systems, resulting in game-changing download time reductions. Using the larger XUASTC block sizes (beyond 6x6) with Weight Grid DCT and adaptive deblocking on either the CPU or [GPU using a simple shader](https://github.com/BinomialLLC/basis_universal/tree/master/shader_deblocking), **any developer can now distribute texture and image content destined for BC7 at .35-1.5 bpp**, and **cache the transcoded BC7 data on a modern Gen 4 or 5 (10+ GB/sec.) SSD**.
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XUASTC LDR supports the following ASTC configurations: L/LA/RGB/RGBA CEMs; base+scale or RGB/RGBA direct; base+offset CEMs; Blue Contraction encoding; 1–3 subsets; all partition patterns; and single- or dual-plane modes. Here is the [XUASTC LDR specification](https://github.com/BinomialLLC/basis_universal/wiki/XUASTC-LDR-Specification-v1.0). Also see the [ASTC and XUASTC LDR Usage Guide](https://github.com/BinomialLLC/basis_universal/wiki/ASTC-and-XUASTC-LDR-Usage-Guide).
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@@ -382,8 +382,8 @@ The written mipmapped, cubemap, or texture array .KTX/.DDS files will be in a wi
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----
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Pixel Shader Deblocking Sample
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------------------------------
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Pixel Shader Deblocking Sample: CPU + GPU Deblocking Everywhere
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---------------------------------------------------------------
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The [shader_deblocking sample](https://github.com/BinomialLLC/basis_universal/blob/master/shader_deblocking/README.md) in the repo demonstrates how to use a simple pixel shader to deblock sampled textures of any block size between 4x4-12x12, greatly reducing block artifacts. The sample shader is compatible with mipmapping and bilinear or trilinear filtering. Ultimately, shader deblocking enables the usage of larger ASTC block sizes, reducing bitrate and increasing transcoding speeds. Deblocking is a standard feature of modern image and video codecs, and there's no reason why it can't be used while sampling (or transcoding) GPU textures.
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