mirror of
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117 lines
5.2 KiB
Markdown
117 lines
5.2 KiB
Markdown
FasTC [![Build Status](https://travis-ci.org/Mokosha/FasTC.png)](https://travis-ci.org/Mokosha/FasTC)
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=======
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A **Fas**t **T**exture **C**ompressor for a variety of formats. This compressor
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supports multi-threading via native Win32 threads on Windows and pthreads on other
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operating systems. It has been tested on Windows, OS X, and Ubuntu Linux.
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---
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Requirements:
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--------------
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[CMake](http://www.cmake.org) (2.8.8) <br>
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[libpng](http://www.libpng.org/pub/png/libpng.html) (1.5.13) <br>
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[zlib](http://www.zlib.net) (1.2.5)
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Installation:
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--------------
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FasTC uses [CMake](http://www.cmake.org/) to generate build files. The best way to do so is to
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create a separate build directory for compilation:
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mkdir FasTC
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cd FasTC
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git clone git@github.com:Mokosha/FasTC.git src
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mkdir build
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cd build
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cmake ../src -DCMAKE_BUILD_TYPE=Release
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make
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Once you do this you will be able to run some examples.
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#### Using Visual Studio on Windows ####
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Due to the C/C++ runtime requirements in Visual Studio, you must have a compiled version of
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each library that you wish to link to. In order to save time, I have uploaded various versions
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of libpng, and zlib to a submodule in the source directory. Before running the steps above,
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make sure to instantiate the submodule in git:
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cd FasTC/src
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git submodule init
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git submodule update
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This will download all of the Release versions of the necessary libraries (which means there will
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be linker warnings during the build process under the Debug configuration). I have compiled
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versions for Visual Studio 2008, 2010, and 2012.
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Testing:
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--------------
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Once the compressor is built, you may test it against any images you wish as long as their dimensions
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are supported by the compression format and they are in the png file format. If you'd like to convert
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from one format to another, I suggest taking a look at [ImageMagick](http://www.imagemagick.org/script/index.php)
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The quickest test will be to simply run the compressor on a PNG image:
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cd FasTC/build
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make
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CLTool/tc path/to/image.png
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This will compress `image.png` into the BPTC (BC7) format using 50 steps of simulated annealing without
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SIMD optimization or multithreading.
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There are various run-time options available:
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* `-v`: Enabled verbosity, which reports Entropy, Mean Local Entropy, and MSSIM in addition to
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compression time and PSNR.
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* `-f <fmt>`: Specifies the format use for compression. `fmt` can be any one of the following:
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* [BPTC](http://www.opengl.org/registry/specs/ARB/texture_compression_bptc.txt) (**Default**)
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* [ETC1](http://www.khronos.org/registry/gles/extensions/OES/OES_compressed_ETC1_RGB8_texture.txt) [1]
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* [DXT1](http://www.opengl.org/registry/specs/EXT/texture_compression_s3tc.txt) [2]
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* [DXT5](http://www.opengl.org/registry/specs/EXT/texture_compression_s3tc.txt) [2]
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* [PVRTC](http://web.onetel.net.uk/~simonnihal/assorted3d/fenney03texcomp.pdf)
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* `-d`: Specifies the decompressed output file.
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* **Default**: `<filename>`-`<fmt>`.png
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* `-nd`: Suppress decompressed output.
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* `-t`: Specifies the number of threads to use for compression.
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* **Default**: 1
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* **Formats**: BPTC, ETC1, DXT1, DXT5
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* `-l`: Save an output log of various statistics during compression. This is mostly only useful for
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debugging.
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* **Formats**: BPTC
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* `-q <num>`: Use `num` steps of simulated annealing during each endpoint compression. Default is 50.
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Available only for BPTC.
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* **Default**: 50
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* **Formats**: BPTC
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* `-n <num>`: Perform `num` compressions in a row. This is good for testing metrics.
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* **Default**: 1
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* **Formats**: All
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* `-a`: Use a parallel algorithm that uses Fetch-And-Add and Test-And-Set to perform mutual exclusion
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and avoid synchronization primitives. This algorithm is very useful when compressing a list of textures.
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Cannot be used with the `-j` option.
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* **Formats**: BPTC
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* `-j <num>`: This specifies the number of blocks that the compressor will request to crunch per thread. If this
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flag is not specified or set to zero, the image will be split up so that each thread compresses an
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equal share. However, for many images, certain blocks compress faster than others, and you might want
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a more fine grained control over how to switch between compressing different blocks.
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* **Formats**: BPTC, ETC1, DXT1, DXT5
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As an example, if I wanted to test compressing a texture using no simulated annealing, 4 threads, and 32 blocks per job,
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I would invoke the following command:
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CLTool/tc -q 0 -t 4 -j 32 path/to/image.png
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If I wanted to compress a texture with the default amount of simulated annealing 100 times using the parallel algorithm
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with atomic synchronization primitives, I would invoke the following command:
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CLTool/tc -n 100 -a path/to/image.png
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If I wanted to compress a texture into PVRTC, I would invoke the following command:
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CLTool/tc -f PVRTC path/to/image.png
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[1] Compression code courtesy of [Rich Geldreich](https://code.google.com/p/rg-etc1/) <br>
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[2] Compression code courtesy of [Intel](http://software.intel.com/en-us/vcsource/samples/fast-texture-compression).
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The idea implemented in this compressor was originally designed by [J. M. P. Van Waveren](http://www.gamedev.no/projects/MegatextureCompression/324337_324337.pdf)
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