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1 // SPDX-License-Identifier: Apache-2.0
2 // ----------------------------------------------------------------------------
3 // Copyright 2011-2023 Arm Limited
4 //
5 // Licensed under the Apache License, Version 2.0 (the "License"); you may not
6 // use this file except in compliance with the License. You may obtain a copy
7 // of the License at:
8 //
9 //     http://www.apache.org/licenses/LICENSE-2.0
10 //
11 // Unless required by applicable law or agreed to in writing, software
12 // distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
13 // WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
14 // License for the specific language governing permissions and limitations
15 // under the License.
16 // ----------------------------------------------------------------------------
17 
18 /**
19  * @brief Functions for printing build info and help messages.
20  */
21 
22 #include "astcenccli_internal.h"
23 #include "astcenccli_version.h"
24 
25 /** @brief The version header. */
26 static const char *astcenc_copyright_string =
27 R"(astcenc v%s, %u-bit %s%s%s
28 Copyright (c) 2011-%s Arm Limited. All rights reserved.
29 )";
30 
31 /** @brief The short-form help text. */
32 static const char *astcenc_short_help =
33 R"(
34 Basic usage:
35 
36 To compress an image use:
37     astcenc {-cl|-cs|-ch|-cH} <in> <out> <blockdim> <quality> [options]
38 
39 e.g. using LDR profile, 8x6 blocks, and the thorough quality preset:
40     astcenc -cl kodim01.png kodim01.astc 8x6 -thorough
41 
42 To decompress an image use:
43     astcenc {-dl|-ds|-dh|-dH} <in> <out>
44 
45 e.g. using LDR profile:
46     astcenc -dl kodim01.astc kodim01.png
47 
48 To perform a compression test, writing back the decompressed output, use:
49     astcenc {-tl|-ts|-th|-tH} <in> <out> <blockdim> <quality> [options]
50 
51 e.g. using LDR profile, 8x6 blocks, and the thorough quality preset:
52     astcenc -tl kodim01.png kodim01-test.png 8x6 -thorough
53 
54 The -*l options are used to configure the codec to support only the linear
55 LDR profile, preventing use of the HDR encoding features.
56 
57 The -*s options are used to configure the codec to support only
58 the sRGB LDR profile, preventing use of the HDR encoding features. Input
59 texture data must be encoded in the sRGB colorspace for this option to
60 provide correct output results.
61 
62 The -*h/-*H options are used to configure the codec to support the HDR ASTC
63 color profile. Textures compressed with this profile may fail to decompress
64 correctly on GPU hardware without HDR profile support. The -*h options
65 configure the compressor for HDR RGB components and an LDR alpha component.
66 The -*H options configure the compressor for HDR across all 4 components.
67 
68 For full help documentation run 'astcenc -help'.
69 )";
70 
71 /** @brief The long-form help text. */
72 static const char *astcenc_long_help = R"(
73 NAME
74        astcenc - compress or decompress images using the ASTC format
75 
76 SYNOPSIS
77        astcenc {-h|-help}
78        astcenc {-v|-version}
79        astcenc {-cl|-cs|-ch|-cH} <in> <out> <blocksize> <quality> [options]
80        astcenc {-dl|-ds|-dh|-dH} <in> <out> <blocksize> <quality> [options]
81        astcenc {-tl|-ts|-th|-tH} <in> <out> <blocksize> <quality> [options]
82 
83 DESCRIPTION
84        astcenc compresses image files into the Adaptive Scalable Texture
85        Compression (ASTC) image format, a lossy compression format design
86        for use in real-time graphics applications. It is a fully featured
87        compressor implementation, supporting all of the compression
88        profiles and block sizes specified by the ASTC format:
89 
90            All color profiles (LDR linear, LDR sRGB, and HDR)
91            All 2D block sizes (4x4 though to 12x12)
92            All 3D block sizes (3x3x3 through to 6x6x6)
93 
94        The compressor provides a flexible quality level, allowing users to
95        trade off compressed image quality against compression performance.
96        For ease of use, a number of quality presets are also provided. For
97        advanced users the compressor provides many additional control
98        options for fine tuning quality.
99 
100        astcenc can also be used to decompress ASTC compressed images, and
101        perform compression image quality analysis.
102 
103 COMPRESSION
104        To compress an image using the ASTC format you must specify the
105        color profile, the input file name, the output file name, the target
106        block size, and the quality preset.
107 
108        The color profile is specified using the -cl (LDR linear), -cs (LDR
109        sRGB), -ch (HDR RGB, LDR A), or -cH (HDR RGBA) encoder options. Note
110        that not all GPUs implementing ASTC support the HDR profile.
111 
112        The input file path must match a valid file format for compression,
113        and the output file format must be a valid output for compression.
114        See the FILE FORMATS section for the list of supported formats.
115 
116        The block size must be a valid ASTC block size. Every block
117        compresses into 128 bits of compressed output, so the block size
118        determines the compressed data bitrate.
119 
120        Supported 2D block sizes are:
121 
122              4x4: 8.00 bpp        10x5: 2.56 bpp
123              5x4: 6.40 bpp        10x6: 2.13 bpp
124              5x5: 5.12 bpp         8x8: 2.00 bpp
125              6x5: 4.27 bpp        10x8: 1.60 bpp
126              6x6: 3.56 bpp       10x10: 1.28 bpp
127              8x5: 3.20 bpp       12x10: 1.07 bpp
128              8x6: 2.67 bpp       12x12: 0.89 bpp
129 
130        Supported 3D block sizes are:
131 
132            3x3x3: 4.74 bpp       5x5x4: 1.28 bpp
133            4x3x3: 3.56 bpp       5x5x5: 1.02 bpp
134            4x4x3: 2.67 bpp       6x5x5: 0.85 bpp
135            4x4x4: 2.00 bpp       6x6x5: 0.71 bpp
136            5x4x4: 1.60 bpp       6x6x6: 0.59 bpp
137 
138        The quality level configures the quality-performance tradeoff for
139        the compressor; more complete searches of the search space improve
140        image quality at the expense of compression time. The quality level
141        can be set to any value between 0 (fastest) and 100 (exhaustive),
142        or to a fixed quality preset:
143 
144            -fastest      (equivalent to quality =   0)
145            -fast         (equivalent to quality =  10)
146            -medium       (equivalent to quality =  60)
147            -thorough     (equivalent to quality =  98)
148            -verythorough (equivalent to quality =  99)
149            -exhaustive   (equivalent to quality = 100)
150 
151        For compression of production content we recommend using a quality
152        level equivalent to -medium or higher.
153 
154        Using quality levels higher than -thorough will significantly
155        increase compression time, but typically only gives minor quality
156        improvements.
157 
158        There are a number of additional compressor options which are useful
159        to consider for common usage, based on the type of image data being
160        compressed.
161 
162        -decode_unorm8
163            Indicate that an LDR compressed texture will be used with
164            the decode_unorm8 extension behavior, instead of the default
165            decode_unorm16 decompression.
166 
167            Matching the decode mode used during compression to the mode
168            used at runtime will improve image quality as the compressor
169            can ensure that rounding goes the right way.
170 
171            This mode is used automatically if you decompress to an 8-bit
172            per component output image format.
173 
174        -normal
175            The input texture is a three component linear LDR normal map
176            storing unit length normals as (R=X, G=Y, B=Z). The output will
177            be a two component X+Y normal map stored as (RGB=X, A=Y). The Z
178            component can be recovered programmatically in shader code by
179            using the equation:
180 
181                nml.xy = texture(...).ga;              // Load in [0,1]
182                nml.xy = nml.xy * 2.0 - 1.0;           // Unpack to [-1,1]
183                nml.z = sqrt(1 - dot(nml.xy, nml.xy)); // Compute Z
184 
185            Alternative component swizzles can be set with -esw and -dsw
186            parameters.
187 
188        -rgbm <max>
189            The input texture is an RGBM encoded texture, storing values HDR
190            values between 0 and <max> in an LDR container format with a
191            shared multiplier. Shaders reconstruct the HDR value as:
192 
193                vec3 hdr_value = tex.rgb * tex.a * max;
194 
195            The compression behavior of the ASTC format for RGBM data
196            requires that the user's RGBM encoding preprocess keeps values
197            of M above a lower threshold to avoid them quantizing to zero
198            during compression. We recommend trying 16/255 or 32/255.
199 
200        -perceptual
201            The codec should optimize perceptual error, instead of direct
202            RMS error. This aims to improves perceived image quality, but
203            typically lowers the measured PSNR score. Perceptual methods are
204            currently only available for normal maps and RGB color data.
205 
206        -zdim <zdim>
207            Load a sequence of <zdim> 2D image slices to use as a 3D image.
208            The input filename given is used is decorated with the postfix
209            "_<slice>" to find the file to load. For example, an input named
210            "input.png" would load as input_0.png, input_1.png, etc.
211 
212        -pp-normalize
213             Run a preprocess over the image that forces normal vectors to
214             be unit length. Preprocessing applies before any codec encoding
215             swizzle, so normal data must be in the RGB components in the
216             source image.
217 
218        -pp-premultiply
219             Run a preprocess over the image that scales RGB components in
220             the image by the alpha value. Preprocessing applies before any
221             codec encoding swizzle, so color data must be in the RGB
222             components in the source image.)"
223 // This split in the literals is needed for Visual Studio; the compiler
224 // will concatenate these two strings together ...
225 R"(
226 
227 COMPRESSION TIPS & TRICKS
228        ASTC is a block-based format that can be prone to block artifacts.
229        If block artifacts are a problem when compressing a given texture,
230        increasing the compressor quality preset can help to alleviate the
231        problem.
232 
233        If a texture exhibits severe block artifacts in only some of the
234        color components, which is a common problem for mask textures, then
235        using the -cw option to raise the weighting of the affected color
236        component(s) may help. For example, if the green color component is
237        particularly badly encoded then try '-cw 1 6 1 1'.
238 
239 ADVANCED COMPRESSION
240        Error weighting options
241        -----------------------
242 
243        These options provide low-level control of the codec error metric
244        computation, used to determine what good compression looks like.
245 
246        -a <radius>
247            For textures with alpha component, scale per-texel weights by
248            the alpha value. The alpha value chosen for scaling of any
249            particular texel is taken as an average across a neighborhood of
250            the texel defined by the <radius> argument. Setting <radius> to
251            0 causes only the texel's own alpha to be used.
252 
253            ASTC blocks that are entirely zero weighted, after the radius is
254            taken into account, are replaced by constant color blocks. This
255            is an RDO-like technique to improve compression ratio in any
256            application packaging compression that is applied.
257 
258        -cw <red> <green> <blue> <alpha>
259            Assign an additional weight scaling to each color component,
260            allowing the components to be treated differently in terms of
261            error significance. Set values above 1 to increase a component's
262            significance, and values below 1 to decrease it. Set to 0 to
263            exclude a component from error computation.
264 
265        -mpsnr <low> <high>
266            Set the low and high f-stop values for the mPSNR error metric.
267            The mPSNR error metric only applies to HDR textures.
268 
269        Performance-quality tradeoff options
270        ------------------------------------
271 
272        These options provide low-level control of the codec heuristics that
273        drive the performance-quality trade off. The presets vary by block
274        bitrate; the recommended starting point for a 4x4 block is very
275        different to a 8x8 block. The presets documented here are for the
276 	   high bitrate mode (fewer than 25 texels).
277 
278        -partitioncountlimit <number>
279            Test up to and including <number> partitions for each block.
280            Higher numbers give better quality, as more complex blocks can
281            be encoded, but will increase search time. Preset defaults are:
282 
283                -fastest      : 2
284                -fast         : 3
285                -medium       : 4
286                -thorough     : 4
287                -verythorough : 4
288                -exhaustive   : 4
289 
290        -[2|3|4]partitionindexlimit <number>
291            Estimate errors for <number> block partition indices for this
292            partition count. Higher numbers give better quality, however
293            large values give diminishing returns especially for smaller
294            block sizes. Preset defaults are:
295 
296                -fastest      :   10 |   6 |   4
297                -fast         :   18 |  10 |   8
298                -medium       :   34 |  28 |  16
299                -thorough     :   82 |  60 |  30
300                -verythorough :  256 | 128 |  64
301                -exhaustive   :  512 | 512 | 512
302 
303        -[2|3|4]partitioncandidatelimit <number>
304            Calculate errors for <number> block partition indices for this
305            partition count. Higher numbers give better quality, however
306            large values give diminishing returns especially for smaller
307            block sizes. Preset defaults are:
308 
309                -fastest      :   2 |  2 |  2
310                -fast         :   2 |  2 |  2
311                -medium       :   2 |  2 |  2
312                -thorough     :   3 |  2 |  2
313                -verythorough :  20 | 14 |  8
314                -exhaustive   :  32 | 32 | 32
315 
316        -blockmodelimit <number>
317            Test block modes below <number> usage centile in an empirically
318            determined distribution of block mode frequency. This option is
319            ineffective for 3D textures. Preset defaults are:
320 
321                -fastest      :  43
322                -fast         :  55
323                -medium       :  77
324                -thorough     :  94
325                -verythorough :  98
326                -exhaustive   : 100
327 
328        -refinementlimit <number>
329            Iterate <number> refinement iterations on colors and
330            weights. Minimum value is 1. Preset defaults are:
331 
332                -fastest      : 2
333                -fast         : 3
334                -medium       : 3
335                -thorough     : 4
336                -verythorough : 4
337                -exhaustive   : 4
338 
339        -candidatelimit <number>
340            Trial <number> candidate encodings for each block mode:
341 
342                -fastest      : 2
343                -fast         : 3
344                -medium       : 3
345                -thorough     : 4
346                -verythorough : 6
347                -exhaustive   : 8
348 
349        -dblimit <number>
350            Stop compression work on a block as soon as the PSNR of the
351            block, measured in dB, exceeds <number>. This option is
352            ineffective for HDR textures. Preset defaults, where N is the
353            number of texels in a block, are:
354 
355                -fastest      : MAX(63-19*log10(N),  85-35*log10(N))
356                -fast         : MAX(63-19*log10(N),  85-35*log10(N))
357                -medium       : MAX(70-19*log10(N),  95-35*log10(N))
358                -thorough     : MAX(77-19*log10(N), 105-35*log10(N))
359                -verythorough : 999
360                -exhaustive   : 999
361 
362        -[2|3]partitionlimitfactor <factor>
363            Stop compression work on a block after only testing blocks with
364            up to 2/3 partitions and one plane of weights, unless the 2/3
365            partition error term is lower than the error term from encoding
366            with 1/2 partitions by more than the specified factor. Preset
367            defaults are:
368 
369                -fastest       : 1.00 | 1.00
370                -fast          : 1.00 | 1.00
371                -medium        : 1.10 | 1.05
372                -thorough      : 1.35 | 1.15
373                -verythrorough : 1.60 | 1.40
374                -exhaustive    : 2.00 | 2.00
375 
376        -2planelimitcorrelation <factor>
377            Stop compression after testing only one plane of weights, unless
378            the minimum color correlation factor between any pair of color
379            components is below this factor. This option is ineffective for
380            normal maps. Preset defaults are:
381 
382                -fastest      : 0.50
383                -fast         : 0.65
384                -medium       : 0.85
385                -thorough     : 0.95
386                -verythorough : 0.98
387                -exhaustive   : 0.99
388 )"
389 // This split in the literals is needed for Visual Studio; the compiler
390 // will concatenate these two strings together ...
391 R"(
392        Other options
393        -------------
394 
395        -esw <swizzle>
396            Specify an encoding swizzle to reorder the color components
397            before compression. The swizzle is specified using a four
398            character string, which defines the format ordering used by
399            the compressor.
400 
401            The characters may be taken from the set [rgba01], selecting
402            either input color components or a literal zero or one. For
403            example to swap the RG components, and replace alpha with 1,
404            the swizzle 'grb1' should be used.
405 
406            By default all 4 post-swizzle components are included in the
407            compression error metrics. When using -esw to map two
408            component data to the L+A endpoint (e.g. -esw rrrg) the
409            luminance data stored in the RGB components will be weighted 3
410            times more strongly than the alpha component. This can be
411            corrected using the -ssw option to specify which components
412            will be sampled at runtime e.g. -ssw ra.
413 
414        -ssw <swizzle>
415            Specify a sampling swizzle to identify which color components
416            are actually read by the application shader program. For example,
417            using -ssw ra tells the compressor that the green and blue error
418            does not matter because the data is not actually read.
419 
420            The sampling swizzle is based on the channel ordering after the
421            -esw transform has been applied. Note -ssw exposes the same
422            functionality as -cw, but in a more user-friendly form.
423 
424        -dsw <swizzle>
425            Specify a decompression swizzle used to reorder the color
426            components after decompression. The swizzle is specified using
427            the same method as the -esw option, with support for an extra
428            "z" character. This is used to specify that the compressed data
429            stores an X+Y normal map, and that the Z output component
430            should be reconstructed from the two components stored in the
431            data. For the typical ASTC normal encoding, which uses an
432            'rrrg' compression swizzle, you should specify an 'raz1'
433            swizzle for decompression.
434 
435        -yflip
436            Flip the image in the vertical axis prior to compression and
437            after decompression. Note that using this option in a test mode
438            (-t*) will have no effect as the image will be flipped twice.
439 
440        -j <threads>
441            Explicitly specify the number of threads to use in the codec. If
442            not specified, the codec will use one thread per CPU detected in
443            the system.
444 
445        -silent
446            Suppresses all non-essential diagnostic output from the codec.
447            Error messages will always be printed, as will mandatory outputs
448            for the selected operation mode. For example, the test mode will
449            always output image quality metrics and compression time but
450            will suppress all other output.)"
451 // This split in the literals is needed for Visual Studio; the compiler
452 // will concatenate these two strings together ...
453 R"(
454 
455 DECOMPRESSION
456        To decompress an image stored in the ASTC format you must specify
457        the color profile, the input file name, and the output file name.
458 
459        The color profile is specified using the -dl (LDR linear), -ds (LDR
460        sRGB), -dh (HDR RGB, LDR A), or -dH (HDR RGBA) decoder options.
461 
462        The input file path must match a valid file format for
463        decompression, and the output file format must be a valid output for
464        a decompressed image. Note that not all output formats that the
465        compression path can produce are supported for decompression. See
466        the FILE FORMATS section for the list of supported formats.
467 
468        The -dsw option documented in ADVANCED COMPRESSION option
469        documentation is also relevant to decompression.
470 
471 TEST
472        To perform a compression test which round-trips a single image
473        through compression and decompression and stores the decompressed
474        result back to file, you must specify same settings as COMPRESSION
475        other than swapping the color profile to select test mode. Note that
476        the compressed intermediate data is discarded in this mode.
477 
478        The color profile is specified using the -tl (LDR linear), -ts (LDR
479        sRGB), -th (HDR RGB, LDR A), or -tH (HDR RGBA) encoder options.
480 
481        This operation mode will print error metrics suitable for either LDR
482        and HDR images, allowing some assessment of the compression image
483        quality.
484 
485 COMPRESSION FILE FORMATS
486        The following formats are supported as compression inputs:
487 
488            LDR Formats:
489                BMP (*.bmp)
490                PNG (*.png)
491                Targa (*.tga)
492                JPEG (*.jpg)
493 
494            HDR Formats:
495                OpenEXR (*.exr)
496                Radiance HDR (*.hdr)
497 
498            Container Formats:
499                Khronos Texture KTX (*.ktx)
500                DirectDraw Surface DDS (*.dds)
501 
502        For the KTX and DDS formats only a subset of the features of the
503        formats are supported:
504 
505            Texture topology must be 2D, 2D-array, 3D, or cube-map. Note
506            that 2D-array textures are treated as 3D block input.
507 
508            Texel format must be R, RG, RGB, BGR, RGBA, BGRA, L, or LA.
509 
510            Only the first mipmap in the file will be read.
511 
512        The following formats are supported as compression outputs:
513 
514            ASTC (*.astc)
515            Khronos Texture KTX (*.ktx)
516 
517 
518 DECOMPRESSION FILE FORMATS
519        The following formats are supported as decompression inputs:
520 
521            ASTC (*.astc)
522            Khronos Texture KTX (*.ktx)
523 
524        The following formats are supported as decompression outputs:
525 
526            LDR Formats:
527                BMP (*.bmp)
528                PNG (*.png)
529                Targa (*.tga)
530 
531            HDR Formats:
532                OpenEXR (*.exr)
533                Radiance HDR (*.hdr)
534 
535            Container Formats:
536                Khronos Texture KTX (*.ktx)
537                DirectDraw Surface DDS (*.dds)
538 
539 QUICK REFERENCE
540 
541        To compress an image use:
542            astcenc {-cl|-cs|-ch|-cH} <in> <out> <blockdim> <quality> [options]
543 
544        To decompress an image use:
545            astcenc {-dl|-ds|-dh|-dH} <in> <out>
546 
547        To perform a quality test use:
548            astcenc {-tl|-ts|-th|-tH} <in> <out> <blockdim> <quality> [options]
549 
550        Mode -*l = linear LDR, -*s = sRGB LDR, -*h = HDR RGB/LDR A, -*H = HDR.
551        Quality = -fastest/-fast/-medium/-thorough/-verythorough/-exhaustive/a float [0-100].
552 )";
553 
554 /* See header for documentation. */
astcenc_print_header()555 void astcenc_print_header()
556 {
557 #if (ASTCENC_AVX == 2)
558 	const char* simdtype = "avx2";
559 #elif (ASTCENC_SSE == 41)
560 	const char* simdtype = "sse4.1";
561 #elif (ASTCENC_SSE == 20)
562 	const char* simdtype = "sse2";
563 #elif (ASTCENC_NEON == 1)
564 	const char* simdtype = "neon";
565 #else
566 	const char* simdtype = "none";
567 #endif
568 
569 #if (ASTCENC_POPCNT == 1)
570 	const char* pcnttype = "+popcnt";
571 #else
572 	const char* pcnttype = "";
573 #endif
574 
575 #if (ASTCENC_F16C == 1)
576 	const char* f16ctype = "+f16c";
577 #else
578 	const char* f16ctype = "";
579 #endif
580 
581 	unsigned int bits = static_cast<unsigned int>(sizeof(void*) * 8);
582 	printf(astcenc_copyright_string,
583 	       VERSION_STRING, bits, simdtype, pcnttype, f16ctype, YEAR_STRING);
584 }
585 
586 /* See header for documentation. */
astcenc_print_shorthelp()587 void astcenc_print_shorthelp()
588 {
589 	astcenc_print_header();
590 	printf("%s", astcenc_short_help);
591 }
592 
593 /* See header for documentation. */
astcenc_print_longhelp()594 void astcenc_print_longhelp()
595 {
596 	astcenc_print_header();
597 	printf("%s", astcenc_long_help);
598 }
599