basis_universal
tinf
basis_universal | tinf | |
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15 | 3 | |
2,573 | 142 | |
0.7% | - | |
4.7 | 10.0 | |
3 months ago | over 1 year ago | |
C++ | C | |
Apache License 2.0 | zlib License |
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basis_universal
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The Near-Lossless Image Formats Using Ultra-Fast LZ Codecs
The author of the OP also develops Basis, which is designed to take advantage of GPU texture compression formats. GPU formats have a fixed bitrate which makes them efficient to sample but not the most efficient to transmit, so Basis layers on a second level of compression that unpacks into a GPU texture.
https://github.com/BinomialLLC/basis_universal
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Why do games need so much RAM?
You might find https://github.com/BinomialLLC/basis_universal interesting :)
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Hello, PNG
Erm, aren't both WebP and PNG rather useless for games? How do you convert those formats into one of the hardware-compressed texture formats consumed by the GPU (like BCx, ETC or ASTC)? Without those you're wasting a ton of GPU memory bandwidth when sampling textures.
(there are some alternatives, like https://github.com/BinomialLLC/basis_universal, or http://www.radgametools.com/oodletexture.htm)
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Have any of the big game engines shown interest in JXL?
In addition to this, texture compression is optimized for random access and has to use a fixed amount of bytes per each block, but there is a possibility to further compress this during the delivery. This is called the supercompression and Basis Universal is a good example of this. JPEG XL is also based on tiles for parallel decoding, but those tiles are too large (128x128 minimum, compare with 12x12 maximum of ASTC) so it is not yet suitable for GPU as it stands.
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Brotli-G: A GPU compression/decompression standard for digital assets
Im interested to see what image format specific compressors go gpu. JpegXL, AVIF, WebP... who wants to show up & throw down? Or even just fastpng?
Meanwhile we dont really hear or regard many of the gpu-oriented compression techs. TIL Basis/KTX2 is itself zstd compressed (formerly LZ apparently?). https://github.com/BinomialLLC/basis_universal
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An efficient image format for SDL
You could check out Binomial's basis_universal. After Google bought them, they open sourced it and allowed use for free.
- Show HN: 3D live tracking two climbers attempting a Sierra Nevada record
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Compressed Texture Converter/Writer
Another alternative you should consider is https://github.com/BinomialLLC/basis_universal
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What image formats do you support?
Simple, open-source, standardized and supports every GPU-oriented format around. And, built-in library support for https://github.com/BinomialLLC/basis_universal
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Rasterization in slow motion
Yep. That lib is great. And, similarly https://github.com/nfrechette/acl and https://github.com/BinomialLLC/basis_universal
tinf
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Hello, PNG
CRC is a table and 5 lines of code. That's trivial.
>zlib is 23k lines
It's not needed to make a PNG reader/writer. zlib is massive overkill for only making a PNG reader or writer. Here's a tiny deflate/inflate code [2] under 1k lines (and could be much smaller if needed).
stb[0] has single headers of ~7k lines total including all of the formats PNG, JPG, BMP,. PSD, GIF, HDR, and PIC. Here's [1] a 3k lines single file PNG version with tons if #ifdefs for all sorts of platforms. Removing those and I'd not be surprised if you could not do it in ~1k lines (which I'd consider quite simple compared to most of todays' media formats).
>Of course they're not common formats so you're stuck with complex formats like PNG
BMP is super common and easy to use anywhere.
I use flat image files all the time for quick and dirty stuff. They quickly saturate disk speeds and networking speeds (say recording a few decent speed cameras), and I've found PNG compression to alleviate those saturate CPU speeds (some libs are super slow, some are vastly faster). I've many times made custom compression formats to balance these for high performance tools when neither things like BMPs or things like PNG would suffice.
[0] https://github.com/nothings/stb
[1] https://github.com/richgel999/fpng/blob/main/src/fpng.cpp
[2] https://github.com/jibsen/tinf/tree/master/src
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EzGz - An easy to use single header no dependency library for decompression of .gz archives written in modern C++ (probably faster than zlib)
Right now I'm using a C library (https://github.com/jibsen/tinf) due to size constraints. Adding a few hundred kB is prohibitive in that space.
What are some alternatives?
zig-gamedev - Main monorepo for @zig-gamedev libs and example applications
Stm32-FatFs-Gzip - This project offers a simplified compressor that produces Gzip-compatible output with small resources for microcontrollers and edge computers. He uses the very basic LZ77 compression algorithm and static Deflate Huffman tree encoding to compress / decompress data into Gzip files.
KTX-Software - KTX (Khronos Texture) Library and Tools
figlet-fonts - my collection of figlet / toilet ascii art fonts
crunch - Advanced DXTc texture compression and transcoding library
canvas_ity - A tiny, single-header <canvas>-like 2D rasterizer for C++
VK-GL-CTS - Khronos Vulkan, OpenGL, and OpenGL ES Conformance Tests
libpng - LIBPNG: Portable Network Graphics support, official libpng repository
stb - stb single-file public domain libraries for C/C++
fpng - Super fast C++ .PNG writer/reader
acl - Animation Compression Library
UNITS - a compile-time, header-only, dimensional analysis and unit conversion library built on c++14 with no dependencies.