Provided by: astcenc_4.7.0+ds-2build3_amd64 bug

NAME

       astcenc - compress or decompress images using the ASTC format

SYNOPSIS

       astcenc [-cl|-cs|-ch|-cH] <in> <out> <blocksize> <preset> [options]

       astcenc [-dl|-ds|-dh|-dH] <in> <out> <blocksize> <preset> [options]

       astcenc [-tl|-ts|-th|-tH] <in> <out> <blocksize> <preset> [options]

DESCRIPTION

       astcenc  compresses  image  files  into  the Adaptive Scalable Texture Compression (ASTC) image format, a
       lossy compression format design for use in real-time  graphics  applications.  It  is  a  fully  featured
       compressor  implementation,  supporting  all of the compression profiles and block sizes specified by the
       ASTC format:

       •   All color profiles (LDR linear, LDR sRGB, and HDR)

       •   All 2D block sizes (4x4 through to 12x12)

       •   All 3D block sizes (3x3x3 through to 6x6x6)

       The compressor provides a number of  pre-determined  quality  presets,  which  allow  users  to  tradeoff
       compressed image quality against compression performance. For advanced users the compressor provides many
       additional control options.

       astcenc  can  also  be  used  to decompress ASTC compressed images, and perform compression image quality
       analysis.

COMPRESSION

       To compress an image using the ASTC format you must specify the color profile, the input file  name,  the
       output file name, the target block size, and the quality preset.

       The  color  profile  is  specified  using  the -cl (LDR linear), -cs (LDR sRGB), -ch (HDR RGB, LDR A), or
       -cH(HDR RGBA) encoder options. Note that not  all  hardware  implementations  of  ASTC  support  the  HDR
       profile.

       The  input file path must match a valid file format for compression, and the output file format must be a
       valid output for compression.  See the FILE FORMATS section for the list of supported formats.

       The block size must be a valid ASTC block size. Every  block  compresses  into  128  bits  of  compressed
       output, so the block size determines the compressed data bitrate.

       Supported 2D block sizes are:

       •   4x4: 8.00 bpp

       •   5x4: 6.40 bpp

       •   5x5: 5.12 bpp

       •   6x5: 4.27 bpp

       •   6x6: 3.56 bpp

       •   8x5: 3.20 bpp

       •   8x6: 2.67 bpp

       •   10x5: 2.56 bpp

       •   10x6: 2.13 bpp

       •   8x8: 2.00 bpp

       •   10x8: 1.60 bpp

       •   10x10: 1.28 bpp

       •   12x10: 1.07 bpp

       •   12x12: 0.89 bpp

       Supported 3D block sizes are:

       •   3x3x3: 4.74 bpp

       •   4x3x3: 3.56 bpp

       •   4x4x3: 2.67 bpp

       •   4x4x4: 2.00 bpp

       •   5x4x4: 1.60 bpp

       •   5x5x4: 1.28 bpp

       •   5x5x5: 1.02 bpp

       •   6x5x5: 0.85 bpp

       •   6x6x5: 0.71 bpp

       •   6x6x6: 0.59 bpp

       The quality preset configures the quality-performance tradeoff for the compressor; more complete searches
       of the search space improve image quality at the expense of compression time. The available presets are:

              -fastest
              -fast
              -medium
              -thorough
              -exhaustive

       Using  the  -fastest  setting  throws  away  a  lot  of  image quality compared. It is useful for quickly
       roughing-out new content, but we recommend using higher quality settings for production builds.

       Using the -exhaustive setting significantly increases compression time, but typically  only  gives  minor
       quality improvements over using -thorough.

       There  are a number of additional compressor options which are useful to consider for common usage, based
       on the type of image data being compressed.

       -mask  The input texture is a mask texture with unrelated data stored in the various color  channels,  so
              enable  error  heuristics that aim to improve perceptual quality by minimizing the effect of error
              cross-talk across the color channels.

       -normal
              The input texture is a three channel linear LDR normal map storing unit length  normals  as  (R=X,
              G=Y,  B=Z).  The output will be a two channel X+Y normal map stored as (RGB=X, A=Y), optimized for
              angular error instead of simple PSNR. The Z component can be recovered programmatically in  shader
              code by using the equation:

              nml.xy = texture(...).ga;              // Load in [0,1]

              nml.xy = nml.xy * 2.0 - 1.0;           // Unpack to [-1,1]

              nml.z = sqrt(1 - dot(nml.xy, nml.xy)); // Compute Z

       -perceptual
              The  codec  should  optimize  perceptual error, instead of direct RMS error. This aims to improves
              perceived image quality, but typically lowers the measured  PSNR  score.  Perceptual  methods  are
              currently only available for normal maps.

       -array <size>
              Loads  an  array of <size> 2D image slices to use as a 3D image.  The input filename given is used
              is decorated with the postfix "_<slice>" to find the file to load. For  example,  an  input  named
              "input.png" would load as input_0.png, input_1.png, etc.

       -pp-normalize
              Run  a  preprocess  over  the  image  that forces normal vectors to be unit length.  Preprocessing
              applies before any codec encoding swizzle, so normal data must be  in  the  RGB  channels  in  the
              source image.

       -pp-premultiply
              Run  a  preprocess  over  the  image  that  scales RGB components in the image by the alpha value.
              Preprocessing applies before any codec encoding swizzle, so color data must be in the RGB channels
              in the source image.

COMPRESSION TIPS & TRICKS

       ASTC is a block-based format that can be prone to block artifacts.  If block artifacts are a problem when
       compressing a given texture, adding some or all of following command-line options may help:

              -b 1.8
              -v 2 1 1 0 25 0.1
              -va 1 1 0 25
              -dblimit 60

       The -b option is a general-purpose block-artifact reduction option.  The -v and -va option settings  will
       concentrate  effort  where  smooth  regions  lie next to regions with high detail, which are particularly
       prone to block artifacts.  Increasing  the  -dblimit  option  is  sometimes  also  needed  to  force  the
       compressor to keep searching for a better encoding, which can be needed in images with smooth gradients.

       If  a  texture  exhibits  severe  block  artifacts  in only some of the color channels, which is a common
       problem for mask textures, then using the -cw option  to  raise  the  weighting  of  the  affected  color
       channel(s) may help. For example, if the green color channel is particularly badly encoded then try -cw 1
       6 1 1.

ADVANCED COMPRESSION

   Error weighting options
       These  options  provide  low-level  control of the codec error metric computation, used to determine what
       good compression looks like.

       -v <radius> <power> <base> <mean> <stdev> <mix>
              Compute the per-texel relative error weighting for the RGB color channels as follows:

              weight = 1 / (<base> + <mean> * <mean> + <stdev> * <stdev>)

              The <radius> argument specifies the texel radius of the neighborhood over which  the  average  and
              standard deviation are computed.

       The  <mix>  parameter  is used to control the degree of mixing of the average and stddev error components
       across the color channels. Setting this parameter to 0 causes  the  computation  to  be  done  completely
       separately  for  each  color  channel;  setting  it  to  1 causes the results from the RGB channels to be
       combined and applied to all three together. Intermediate values between these two extremes  do  a  linear
       mix of the two error values.

       The <power> argument is a power used to raise the values of the input texels before computing average and
       standard  deviation;  e.g.  a  power of 0.5 causes the codec to take the square root of every input texel
       value.

       -va <power> <base> <mean> <stdev>
              Compute the per-texel relative error weighting for the alpha channel,  when  used  in  conjunction
              with -v.  See documentation for -v for parameter documentation.

       -a <radius>
              For  textures  with  alpha  channel,  scale  per-texel weights by the alpha value. The alpha value
              chosen for scaling of any particular texel is taken as an average across  a  neighborhood  of  the
              texel defined by the <radius> argument. Setting <radius> to 0 causes only the texel's own alpha to
              be used.

       -cw <red> <green> <blue> <alpha>
              Assign  an  additional  weight  scaling to each color channel, allowing the channels to be treated
              differently in  terms  of  error  significance.  Set  values  above  1  to  increase  a  channel's
              significance,  and  values  below  1  to  decrease  it.  Set  to 0 to exclude a channel from error
              computation completely.

       -b <weight>
              Assign an additional weight scaling for texels at compression block  edges  and  corners.  Setting
              this  to  a value above 1 increases the significance of texels closer to the edges of a block, and
              can help to reduce block artifacts.

       -mpsnr <low> <high>
              Set the low and high f-stop values for the mPSNR  error  metric.   The  mPSNR  error  metric  only
              applies to HDR textures.

   Performance-quality tradeoff options
       These  options provide low-level control of the codec heuristics that drive the performance-quality trade
       off.

       -partitionlimit <number>
              Test only <number> block partitions. Higher numbers give better quality, however large values give
              diminishing returns especially for smaller block sizes. Preset defaults are:

              -fastest    :    2
              -fast       :    4
              -medium     :   25
              -thorough   :  100
              -exhaustive : 1024

       -blockmodelimit <number>
              Test only block modes below the <number> usage centile in an empirically  determined  distribution
              of block mode frequency.  This option is ineffective for 3D textures. Preset defaults are:

              -fastest    :  25
              -fast       :  50
              -medium     :  75
              -thorough   :  95
              -exhaustive : 100

       -refinementlimit <value>
              Iterate  only  <value>  refinement  iterations  on  colors and weights. Minimum value is 1. Preset
              defaults are:

              -fastest    : 1
              -fast       : 1
              -medium     : 2
              -thorough   : 4
              -exhaustive : 4

       -candidatelimit <value>
              Trial only <value> candidate encodings for each block mode:

       -fastest    : 1
              -fast       : 2
              -medium     : 2
              -thorough   : 3
              -exhaustive : 4

       -dblimit <number>
              Stop compression work on a block as soon as the  PSNR  of  the  block,  measured  in  dB,  exceeds
              <number>.   This option is ineffective for HDR textures. Preset defaults, where N is the number of
              texels in a block, are:

              -fastest    : MAX(53-19*log10(N),  70-35*log10(N))
              -fast       : MAX(63-19*log10(N),  85-35*log10(N))
              -medium     : MAX(70-19*log10(N),  95-35*log10(N))
              -thorough   : MAX(77-19*log10(N), 105-35*log10(N))
              -exhaustive : 999

       -partitionearlylimit <factor>
              Stop compression work on a block after only testing blocks with up to two partions and  one  plane
              of  weights,  unless  the two partition error term is lower than the error term from encoding with
              one partition by more than the specified factor. This  option  is  ineffective  for  normal  maps.
              Preset defaults are:

              -fastest    :    1.0
              -fast       :    1.0
              -medium     :    1.2
              -thorough   :    2.5
              -exhaustive : 1000.0

       -planecorlimit <factor>
              Stop  compression  after  testing only one planes of weights, unless the minimum color correlation
              factor between any pair of color channels is below this factor. This  option  is  ineffective  for
              normal maps. Preset defaults are:

              -fastest    : 0.50
              -fast       : 0.50
              -medium     : 0.75
              -thorough   : 0.95
              -exhaustive : 0.99

   Other options
       -esw <swizzle>
              Swizzle  the  color  components  before  compression. The swizzle is specified using a 4-character
              string, which defines the output format ordering.  The  characters  may  be  taken  from  the  set
              [rgba01],  selecting either input color channels or a literal zero or one. For example to swap the
              RG channels, and replace alpha with 1, the swizzle 'grb1' should be used.

              The input swizzle takes place before any compression, and all error weighting  applied  using  the
              -cw option is applied to the post-swizzle channel ordering.

              By  default all 4 post-swizzle channels are included in the error metrics during compression. When
              using -esw to map two channel data to the L+A endpoint (e.g. -esw rrrg) the luminance data  stored
              in the rgb channels will be weighted three times more strongly than the alpha channel. This can be
              corrected using the -cw option to zero the weights of unused channels; e.g. using -cw 1 0 0 1.

       -dsw <swizzle>
              Swizzle  the  color components after decompression. The swizzle is specified using the same method
              as the -esw option, with support for an additional "z" character. This is used to specify that the
              compressed data stores an X+Y normal map, and that the Z output channel  should  be  reconstructed
              from  the  two  channels  stored  in the data. For the typical ASTC normal encoding, which uses an
              'rrrg' compression swizzle, you should specify an 'raz1' swizzle for decompression.

       -yflip Flip the image in the vertical axis prior to compression and after decompression. Note that  using
              this option in a test mode (-t*) will have no effect as the image will be flipped twice.

       -j <threads>
              Explicitly  specify  the  number  of  compression/decompression theads to use in the codec. If not
              specified, the codec will use one thread per CPU detected in the system.

       -silent
              Suppresses all non-essential diagnostic output from the codec.   Error  messages  will  always  be
              printed,  as  will  mandatory  outputs for the selected operation mode. For example, the test mode
              will always output image quality metrics and compression time but will suppress all other output.

DECOMPRESSION

       To decompress an image stored in the ASTC format you must specify the color profile, the input file name,
       and the output file name.

       The color profile is specified using the -dl (LDR linear), -ds (LDR sRGB),  -dh  (HDR  RGB,  LDR  A),  or
       -dH(HDR RGBA) decoder options.

       The  input file path must match a valid file format for decompression, and the output file format must be
       a valid output for a decompressed image. Note that not all output formats that the coompression path  can
       produce are supported for decompression. See the FILE FORMATS section for the list of supported formats.

       The -dsw options documented in ADVANCED COMPRESSION option documentation are relevant to decompression.

TEST

       To  perform a compression test which round-trips a single image through compression and decompression and
       stores the decompressed result back to file, you must specify same settings  as  COMPRESSION  other  than
       swapping  the  color profile to select test mode. Note that the compressed intermediate data is discarded
       in this mode.

       The color profile is specified using the -tl (LDR linear), -ts (LDR sRGB), -th (HDR RGB, LDR A),  or  -tH
       (HDR RGBA) encoder options.

       This  operation  mode  will  print  error  metrics  suitable for either LDR and HDR images, allowing some
       assessment of the compression image quality.

COMPRESSION FILE FORMATS

       The following formats are supported as compression inputs:

               LDR Formats:

               •      BMP (*.bmp)

               •      PNG (*.png)

               •      Targa (*.tga)

               •      JPEG (*.jpg)

               HDR Formats:

               •      OpenEXR (*.exr)

               •      Radiance HDR (*.hdr)

               Container Formats:

               •      Khronos Texture KTX (*.ktx)

               •      DirectDraw Surface DDS (*.dds)

       For the KTX and DDS formats only a subset of the features of the formats are supported:

       •      Texture topology must be 2D, 2D-array, 3D, or cube-map. Note that 2D-array textures are treated as
              3D block input.

       •      Texel format must be R, RG, RGB, BGR, RGBA, BGRA, L, or LA.

       •      Only the first mipmap in the file will be read.

       The following formats are supported as compression outputs:

       •      ASTC (*.astc)

       •      Khronos Texture KTX (*.ktx)

DECOMPRESSION FILE FORMATS

       The following formats are supported as decompression inputs:

       •      ASTC (*.astc)

       •      Khronos Texture KTX (*.ktx)

       The following formats are supported as decompression outputs:

               LDR Formats:

               •      BMP (*.bmp)

               •      PNG (*.png)

               •      Targa (*.tga)

               HDR Formats:

               •      OpenEXR (*.exr)

               •      Radiance HDR (*.hdr)

               Container Formats:

               •      Khronos Texture KTX (*.ktx)

               •      DirectDraw Surface DDS (*.dds)

                                                                                                      ASTCENC(1)