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