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ISPC Texture Compressor

Results 18 ISPCTextureCompressor issues
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I'm porting the code to use in regular C++, so it can be compiled on other platforms without ISPC compiler. And I've noticed that ASTC compression always fails if programCount==1...

comment above `CompressBlocksBCn` noted that input of LDR image should be 32 bit/pixel (sRGB),but we would sometimes need linear texture to be compressed, would be better if supporting non sRGB...

With recent addition of BC4/5, I've decided to add signed variants as well. BC5S is great for normal maps, saving 2 shader instructions. I don't have any use for BC4S...

We use ISPCTextureCompressor on a linux backend. Recently we ran into issues with clang's optimization code generation. With optimizations turned on, the generated code would cause artifacts in the resulting...

At Unity we're finding that just updating the underlying ISPC compiler to 1.14 version gives a small compression speed increase (3-5% for BC7 & BC6H). That's cool! However the source...

Running CompressBlocksASTC for a single 1024x1024 image under ASTC8x8 produces different results than combining 8 iterations of CompressBlocksASTC for 1024x128 portions of the same image: Attempt 1: result = CompressBlocksASTC...

It would be really interesting have support of signed half data (eg: to compress SDF, Vectorfields (both 2D or 3D in BC6H, which is a huge memory saver, especially in...

Hi, I'm sorry to post this question here. It is a question rather than an issue. I'm trying to fix the output mode of BC7 encoding. However, the documentation about...

Replaced use of rcp() and rsqrt() functions with non-approximating reciprocal and reciprocal-sqrt as the approximating versions produce subtly different results on different CPU architectures causing non-deterministic output (Intel Xeon vs....