#texture-compression #texture #gpu #image-compression #graphics #basis-universal

sys basis-universal-sys

Bindings for the basis-universal Supercompressed GPU Texture Codec by Binomial

8 releases

0.3.1 Nov 2, 2023
0.3.0 May 6, 2023
0.2.0 Feb 6, 2022
0.1.1 Mar 13, 2021
0.0.3 Feb 15, 2021

#1526 in Game dev

Download history 1280/week @ 2024-07-22 1520/week @ 2024-07-29 1324/week @ 2024-08-05 1486/week @ 2024-08-12 1358/week @ 2024-08-19 1691/week @ 2024-08-26 1876/week @ 2024-09-02 1526/week @ 2024-09-09 1955/week @ 2024-09-16 2729/week @ 2024-09-23 2677/week @ 2024-09-30 2312/week @ 2024-10-07 1675/week @ 2024-10-14 1347/week @ 2024-10-21 1296/week @ 2024-10-28 2048/week @ 2024-11-04

6,530 downloads per month
Used in 11 crates (via basis-universal)

MIT/Apache

8MB
107K SLoC

C++ 63K SLoC // 0.0% comments C 34K SLoC // 0.3% comments Bitbake 6K SLoC Rust 2K SLoC // 0.0% comments OpenCL 1K SLoC Visual Studio Project 425 SLoC Shell 323 SLoC // 0.1% comments Python 120 SLoC // 0.4% comments Visual Studio Solution 57 SLoC

Contains (static library, 28KB) OpenCL.lib, (static library, 26KB) OpenCL64.lib

basis-universal-rs

Bindings for Binomial LLC's basis-universal Supercompressed GPU Texture Codec

basis-universal functionality can be grouped into two categories:

  • Encoding: Compresses and encode textures (optionally combining multiple images and mipmap layers in a single file/binary blob)
  • Transcoding: Unpacks the texture into GPU-friendly compression formats. The final format can be chosen based on what the available GPU hardware can support.

Encoding can be done ahead of time using a command line tool in the upstream repository.

The encoded data can either be stored as a file or a binary blob. This data can include multiple images, and each image can store multiple levels. This is commonly used for storing cube textures and textures with precomputed mipmaps. This library also supports generating mipmaps for you.

Please refer to https://github.com/BinomialLLC/basis_universal for more details.

Status

These bindings should be production-ready. The API should remain fairly stable (assuming no major upstream changes in the wrapped basis-universal library)

Performance

The C++ code that is wrapped by these bindings is built at the same optimization level used for building the basis-universal-sys crate. Most users of these bindings will benefit from building this crate with optimizations enabled, even during development. To do that, place this in your Cargo.toml file.

[profile.dev.package."basis-universal-sys"]
opt-level = 3

Enable optimizations for ALL upstream crates works too:

[profile.dev.package."*"]
opt-level = 3

License

The bindings are licensed under either of

at your option.

Upstream Dependencies

Some dependencies may be licensed under other terms. These licenses include "ISC", "CC0-1.0", "BSD-2-Clause", "BSD-3-Clause", and "Zlib". This is validated on a best-effort basis in every CI run using cargo-deny.

Binomial LLC's basis-universal Supercompressed GPU Texture Codec is licensed under Apache License 2.0:

Copyright (C) 2019-2020 Binomial LLC. All Rights Reserved. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at

http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

See LICENSE-APACHE and LICENSE-MIT.

No runtime deps