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Vulkan-Samples/samples/performance/texture_compression_basisu/README.adoc
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- Copyright (c) 2021-2025, Sascha Willems
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= Using Basis Universal supercompressed GPU texture codec with Vulkan
ifdef::site-gen-antora[]
TIP: The source for this sample can be found in the https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/performance/texture_compression_basisu[Khronos Vulkan samples github repository].
endif::[]
== Overview
This tutorial, along with the accompanying example code, demonstrates how to use Basis universal supercompressed GPU textures in a Vulkan application.
== The KTX2 format
https://www.khronos.org/ktx/[KTX] is a GPU texture *container format* for storing different texture types (2D, cubemap, etc.) and texture formats (uncompressed and compressed).
Version 2.0 added support for Basis Universal supercompressed textures.
== Basis Universal
https://github.com/BinomialLLC/basis_universal[Basis Universal] is a supercompressed GPU texture data interchange system that implements the UASTC and ETC1S compressed formats that serve as *transmission formats*.
Both can be quickly transcoded to a wide variety of GPU native compressed and uncompressed formats like RGB/RGBA, BCn, ETC1, ETC2, etc.
This means that unlike a KTX 2.0 file storing a BC3 textures, the data needs to be transcoded at runtime.
image::./images/2021-ktx-universal-gpu-compressed-textures.png[KTX and BasisU]
== Libraries for loading KTX 2.0 files
This sample (as well as the repository) uses the _libktx_ library from the https://github.com/KhronosGroup/KTX-Software[official Khronos KTX Software Repository] for loading and transcoding the Basis Universal compressed KTX 2.0 textures.
It's included in the framework via this link:../../../third_party/CMakeLists.txt[CMakeLists.txt] and also adds the Basis Universal transcoder:
[,CMake]
----
# libktx
set(KTX_DIR ${CMAKE_CURRENT_SOURCE_DIR}/ktx)
set(KTX_SOURCES
...
# Basis Universal
${KTX_DIR}/lib/basis_sgd.h
${KTX_DIR}/lib/basis_transcode.cpp
${KTX_DIR}/lib/basisu/transcoder/basisu_containers.h
${KTX_DIR}/lib/basisu/transcoder/basisu_containers_impl.h
${KTX_DIR}/lib/basisu/transcoder/basisu_file_headers.h
${KTX_DIR}/lib/basisu/transcoder/basisu_global_selector_cb.h
${KTX_DIR}/lib/basisu/transcoder/basisu_global_selector_palette.h
${KTX_DIR}/lib/basisu/transcoder/basisu_transcoder_internal.h
${KTX_DIR}/lib/basisu/transcoder/basisu_transcoder_uastc.h
${KTX_DIR}/lib/basisu/transcoder/basisu_transcoder.cpp
${KTX_DIR}/lib/basisu/transcoder/basisu_transcoder.h
${KTX_DIR}/lib/basisu/transcoder/basisu.h
${KTX_DIR}/lib/basisu/zstd/zstd.c
...
# KTX2
${KTX_DIR}/lib/texture2.c
${KTX_DIR}/lib/texture2.h
----
An alternative to including _libktx_ via CMake would be using the pre-built binaries provided in the https://github.com/KhronosGroup/KTX-Software/releases[KTX-Software repository].
For projects that just want to use KTX 2.0 and Basis Universal texture compression, a light-weight alternative to _libktx_ is the basisu _basist::ktx2_transcoder_.
More information on how to use this can be found in Binomial's documentation, https://github.com/BinomialLLC/basis_universal/wiki/How-to-Use-and-Configure-the-Transcoder[How to configure and use the transcoder].
== Selecting a GPU native target format
As noted above, the KTX 2.0 files used in this sample store texture data in the Basis Universal ETC1S and UASTC transmission formats, which can't be natively used by the GPU.
So before transcoding the data to a native GPU format, we need to select a valid native GPU target format.
In this sample, we use a simple mechanism solely based on the Vulkan formats supported by the GPU:
[,cpp]
----
void TextureCompressionBasisu::get_available_target_formats()
{
available_target_formats.clear();
VkPhysicalDeviceFeatures device_features = get_device().get_gpu().get_features();
// Block compression
if (device_features.textureCompressionBC)
{
// BC7 is the preferred block compression if available
if (format_supported(VK_FORMAT_BC7_SRGB_BLOCK))
{
// Target formats from the KTX library, and prefixed with KTX_
available_target_formats.push_back(KTX_TTF_BC7_RGBA);
}
...
}
// Adaptive scalable texture compression
if (device_features.textureCompressionASTC_LDR)
{
...
}
// Ericsson texture compression
if (device_features.textureCompressionETC2)
{
...
}
// Always add uncompressed RGBA as a valid target
available_target_formats.push_back(KTX_TTF_RGBA32);
available_target_formats_names.push_back("KTX_TTF_RGBA32");
}
----
This gives us a list of possible target formats for the Basis Universal transcoder (prefixed with `KTX_`) that we can later on transcode to from the ETC1S and UASTC transmission formats.
Transcode target format selection in a real world application will most probably be a bit more complex.
A good reference for how to select target formats can be found in the https://github.com/KhronosGroup/3D-Formats-Guidelines/blob/main/KTXDeveloperGuide.md[KTX 2.0 / Basis Universal Textures -- Developer Guide].
== Loading the KTX 2.0 file
Loading and transcoding the KTX 2.0 texture image file handled by _libktx_ and done inside the `TextureCompressionBasisu::transcode_texture` function.
=== Loading the file from disk
Loading a KTX 2.0 file is the same as loading a KTX1.0 file, with the exception that we use the `ktxTexture2` class, which needs to be casted to `ktxTexture` in some function calls:
[,cpp]
----
// We are working with KTX 2.0 files, so we need to use the ktxTexture2 class
ktxTexture2 *ktx_texture;
// Load the KTX 2.0 file into memory. This is agnostic to the KTX version, so we cast the ktxTexture2 down to ktxTexture
KTX_error_code result = ktxTexture_CreateFromNamedFile(file_name.c_str(), KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, (ktxTexture **) &ktx_texture);
if (result != KTX_SUCCESS)
{
throw std::runtime_error("Could not load the requested image file.");
}
----
=== Transcoding into a native format
Once we have successfully loaded the file from disk, we can transcode it from ETCS1/UASTC to our desired target format from the list we created earlier.
We first check if the source KTX 2.0 file actually needs transcoding via `ktxTexture2_NeedsTranscoding`.
This is always the case for all KTX 2.0 texture files used in this sample, but if a file would e.g.
already contain a native format like BCn, then we wouldn't have to transcode it.
If the file needs transcoding, we then call the Basis Universal transcoder from the _libktx_ via `ktxTexture2_TranscodeBasis`.
This will transcode the texture data into the GPU native target format:
[,cpp]
----
if (ktxTexture2_NeedsTranscoding(ktx_texture))
{
result = ktxTexture2_TranscodeBasis(ktx_texture, target_format, 0);
if (result != KTX_SUCCESS)
{
throw std::runtime_error("Could not transcode the input texture to the selected target format.");
}
}
----
If we e.g.
select `KTX_TTF_BC7_RGBA` as the transcode target format for a UASTC compressed file, this will transcode the UASTC texture data to GPU native BC7 data.
=== Uploading the texture data
Once transcoded, the `ktxTexture` object contains the texture data in a native GPU format (e.g.
BC7 in the above sample), which can then be directly uploaded to a GPU that supports BC7 texture compression.
From this point on it's like working with regular textures.
The native Vulkan format we can then use to create the Vulkan image from can be taken from the `ktxTexture` object:
[,cpp]
----
VkFormat format = (VkFormat)ktx_texture->vkFormat;
// Create a buffer to store the transcoded ktx texture data for staging to the GPU
VkBufferCreateInfo buffer_create_info = vkb::initializers::buffer_create_info();
buffer_create_info.size = ktx_texture->dataSize;
...
// Copy the ktx texture into the host local buffer
uint8_t *data;
vkMapMemory(get_device().get_handle(), staging_memory, 0, memory_requirements.size, 0, (void **) &data);
memcpy(data, ktx_image_data, ktx_texture->dataSize);
vkUnmapMemory(get_device().get_handle(), staging_memory);
// Setup buffer copy regions for each mip level
std::vector<VkBufferImageCopy> buffer_copy_regions;
for (uint32_t mip_level = 0; mip_level < texture.mip_levels; mip_level++)
{
ktx_size_t offset;
KTX_error_code result = ktxTexture_GetImageOffset((ktxTexture *) ktx_texture, mip_level, 0, 0, &offset);
VkBufferImageCopy buffer_copy_region = {};
buffer_copy_region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
buffer_copy_region.imageSubresource.mipLevel = mip_level;
buffer_copy_region.imageSubresource.baseArrayLayer = 0;
buffer_copy_region.imageSubresource.layerCount = 1;
buffer_copy_region.imageExtent.width = ktx_texture->baseWidth >> mip_level;
buffer_copy_region.imageExtent.height = ktx_texture->baseHeight >> mip_level;
buffer_copy_region.imageExtent.depth = 1;
buffer_copy_region.bufferOffset = offset;
buffer_copy_regions.push_back(buffer_copy_region);
}
...
VkImageCreateInfo image_create_info = vkb::initializers::image_create_info();
image_create_info.imageType = VK_IMAGE_TYPE_2D;
image_create_info.format = format;
image_create_info.mipLevels = texture.mip_levels;
image_create_info.arrayLayers = 1;
image_create_info.samples = VK_SAMPLE_COUNT_1_BIT;
image_create_info.tiling = VK_IMAGE_TILING_OPTIMAL;
image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
image_create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
image_create_info.extent = {texture.width, texture.height, 1};
image_create_info.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
vkCreateImage(get_device().get_handle(), &image_create_info, nullptr, &texture.image);
...
// Upload data to the Vulkan image using a command buffer
VkCommandBuffer copy_command = device->create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
...
vkCmdCopyBufferToImage(
copy_command,
staging_buffer,
texture.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
static_cast<uint32_t>(buffer_copy_regions.size()),
buffer_copy_regions.data());
...
device->flush_command_buffer(copy_command, queue, true);
----
== The sample
image::./images/texture_compression_basisu_sample.jpg[Sample image]
The sample allows transcoding of a fixed set of ETC1S/UASTC to supported native GPU target formats at runtime.
The list of possible targets depends on the device's capabilities.
You can also zoom in and rotate the image to see the effect of different input and target format combinations.
NOTE: Transcoding speed suffers a lot in debug builds.
For best performance, running a release build is advised.