Open guilt opened 5 years ago
Also see #559
We already have some support for DDS files with textures compressed in the DXT1, DXT3 and DXT5 formats. If the other formats are unencumbered by patent, then we could also implement those. See e.g. https://github.com/liballeg/allegro5/blob/5.2.4/addons/image/dds.c for more information.
Yeah, we already have some support for (blocked) compressed textures. See al_lock_bitmap_blocked
for the method to convert to GPU. For OpenGL this uses glCompressedTexSubImage2D
under the hood. We'll have to think how to support non-blocked compressed textures and things like ASTC
which have variable block size.
ASTC offers varying block sizes, but the block size is still fixed within a file; Just that the total number of bytes per block is a constant = 16 bytes. So, the bits per pixel are different.
Source: https://arm-software.github.io/opengl-es-sdk-for-android/astc_textures.html
ETC1 offers a fixed block size per 4 x 4 pixel block, but varying bit per block (5-5-5+3-3-3) or (4-4-4+4-4-4).
The usecase for this ticket / something like this is to just allow the entire bitmap data to be uploaded as-is compressed into the GPU, and not assumed to be efficient for user modification; This may be like using glCompressedTexImage2D
for uploading the texture.
Essentially, this is the matrix of popular, most used texture compression. This means that we may not be able to support all operations on these compressed textures/bitmaps, but they'd be much faster to upload to the GPU, and give us plenty headroom. It is quite helpful on mobile devices and such.