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KTX 2.0 / Basis Universal Textures — Developer Guide

Contents

KTX Container Format

When implementing support for compressed textures, developers should be aware of three conceptual formats:

  1. Container format: An explanatory wrapper around the transmission format data. Describes image dimensions, compression types, and how to access and transcode that data into a GPU-compatible pixel format. Without a container format, compressed data cannot be correctly moved between software applications.
  • Examples: KTX 2.0
  1. Transmission format: A highly compressed representation of pixel data, in a layout designed for very efficient transcoding to one or more GPU compression formats.
  • Examples: ETC1S and UASTC
  1. GPU compressed pixel format: A compressed representation of pixel data, understood by the GPU.
  • Examples: BCn, ASTC, ETC, and PVRTC1

Portable glTF 2.0 3D assets may use compressed textures stored in the KTX 2.0 Container Format (.ktx2), as described by the KHR_texture_basisu glTF extension. KTX 2.0 is a relatively simple binary data format, and can be read or written without the use of existing software by referencing the format specification. Several existing implementations are available:

  • KTX-Software: Official C/C++ libraries for reading, writing, and transcoding KTX files, with optional functionality for instantiating textures in various graphics APIs. Includes downloadable binary packages and WebAssembly builds.
  • Basis Universal: Binomial C/C++ libraries for writing and transcoding KTX files with BasisU texture formats. Includes WebAssembly builds.
  • KTX-Parse: Lightweight JavaScript/TypeScript/Node.js library for reading and writing KTX files. Transcoding to a GPU compressed format must be handled separately1.

1 Transcoders from Basis Universal transmission formats to GPU compression formats are included in KTX-Software, and available independently in Binomial C/C++/WASM transcoders or Khronos Group WASM transcoders.

Block-based Compression

To support random access, compressed textures are usually organized in blocks of the same size. Basis Universal always uses blocks of 4 by 4 pixels.

To calculate the number of blocks for a given texture (e.g. to estimate required GPU memory), applications should use the following expressions:

WIDTH_IN_BLOCKS = (WIDTH_IN_PIXELS + 3) >> 2;
HEIGHT_IN_BLOCKS = (HEIGHT_IN_PIXELS + 3) >> 2;

BLOCK_COUNT = WIDTH_IN_BLOCKS * HEIGHT_IN_BLOCKS;

Applications should expect that dimensions of a base mip level are 1, 2, or multiples of 4. Inputs that do not follow this restriction are invalid and should be rejected.

The dimensions of subsequent mip levels follow the regular rule of truncating division by 2. For example,

Mip Level Width x Height, px Width x Height, blocks
0 100 x 200 25 x 50
1 50 x 100 13 x 25
2 25 x 50 7 x 13
3 12 x 25 3 x 7
4 6 x 12 2 x 3
5 3 x 6 1 x 2
6 1 x 3 1 x 1
7 1 x 1 1 x 1

Here, the base mip level fully fills 25 x 50 compressed blocks. The following levels have some padding to fill the unused pixels in the compressed blocks. Such padding (when present) does not affect texture coordinates wrapping and cannot be accessed during sampling.

Some older platforms (e.g. WebGL 1.0) may require all textures to have power-of-2 dimensions. In such a case, applications have no other choice but to decompress and rescale textures that do not have power-of-2 dimensions thus losing all benefits of GPU texture compression.

ETC1S / BasisLZ Codec

Overview

ETC1S / BasisLZ is a hybrid compression scheme that features rearranged ETC1S texture block data with a custom LZ-style lossless compression. It achieves very high storage / transmission efficiency by prioritizing luma information. Thus, this codec is more suited for color textures (albedo, base color, etc) rather than arbitrary non-color data like normal maps.

After decoding LZ compression, ETC1S data could be losslessly repacked as regular ETC1 texture blocks or transcoded to other GPU block-compressed formats.

Data Layout

ETC1S represents a subset of ETC1 so compressed data always has three color channels internally. To support use cases other than opaque color textures, compressed data may contain an extra ETC1S "slice".

The ETC1S Data Format Descriptor in KTX v2 container format may have one or two channelType entries.

Supported configurations include:

Channels First Slice Second Slice Typical Usage
RGB KHR_DF_CHANNEL_ETC1S_RGB Not present Opaque color texture
RGBA KHR_DF_CHANNEL_ETC1S_RGB KHR_DF_CHANNEL_ETC1S_AAA Color texture with alpha channel
Red KHR_DF_CHANNEL_ETC1S_RRR Not Present Single-channel texture
Red-Green KHR_DF_CHANNEL_ETC1S_RRR KHR_DF_CHANNEL_ETC1S_GGG Dual-channel texture

Runtime usage

Using ETC1S / BasisLZ data comprises three steps:

  1. Initializing the transcoder with data common to all texture slices (i.e. faces, array elements, mip levels, etc).

    Note: In KTX v2 container, such data is stored in supercompressionGlobalData block. See BasisLZ Global Data and BasisLZ Bitstream Specification sections for more details.

  2. Calling the decoder with per-slice data and the target texture format needed. Applications should choose target format depending on platform capabilities and expected usage.

  3. Uploading transcoded data to the GPU.

    When the texture data uses non-linear sRGB encoding (virtually all color textures do that), applications should use hardware sRGB decoders to get correct filtering. This could be easily achieved by uploading compressed data with proper texture format enum, see specific values below.

    Note: Single-channel (Red) and dual-channel (Red-Green) textures do not support sRGB encoding.

Transcode Target Selection (RGB and RGBA)

  • By design, ETC1S is a strict subset of ETC1 so transcoding it to ETC formats is always preferred. Single-slice textures should be transcoded to ETC1 RGB while dual-slice textures should be transcoded to ETC2 RGBA.

    Note: ETC1 RGB is a strict subset of ETC2 RGB.

    Note: On platforms that support only ETC1, applications could transcode each ETC1S slice to its own ETC1 texture and use two texture samplers simultaneously.

  • On desktop GPUs without ETC support, applications should transcode to BC7.

    Note: BC7 always supports alpha channel. For opaque (single-slice) ETC1S inputs, the reference transcoder produces BC7 blocks with alpha values set to 255.

  • On older desktops without BC7 support, RGB (single-slice) textures should be transcoded to BC1, while RGBA (dual-slice) textures should be transcoded to BC3.

  • Transcoding to PVRTC1 is also supported but should be used only if other options are not available.

    Note: Transcoding to PVRTC1 is supported only for textures that have power-of-two dimensions.

    Note: Apple platforms may reject non-square PVRTC1 textures.

  • In an unfortunate situation where the platform supports none of aforementioned compressed texture formats, ETC1S data could be decoded to uncompressed RGBA.

ETC1S Target Format Selection Flowchart

Transcode Target Selection (Red)

  • As with RGB data, ETC1 RGB is the most preferred option as it provides lossless transcoding.

    Note: Green and blue channels will have the same value as red during sampling.

    Note: EAC R11 may be used when sampling from semantically unused channels (Green and Blue) is required to return zeros and texture swizzling is not supported.

  • On desktop GPUs without ETC1 support, applications should transcode to BC4.

    Note: Green and blue channels will return zeros during sampling.

  • On very old desktops without BC4 support, applications should transcode to BC1.

    Note: Blue channel will have the same value as red during sampling. Green channel will have a slightly different value because BC1 uses more quantization bits for it.

  • Transcoding to PVRTC1 should be used only if other options are not available.

    Note: Transcoding to PVRTC1 is supported only for textures that have power-of-two dimensions.

    Note: Apple platforms may reject non-square PVRTC1 textures.

    Note: Green and blue channels will have the same value as red during sampling.

  • As a last resort, ETC1S data could be decoded to uncompressed R8 or RGBA8 pixels.

ETC1S Target Format Selection Flowchart

Transcode Target Selection (Red-Green)

  • Since Red-Green ETC1S textures contain two independently-encoded slices, EAC RG11 is the most preferred option.

    Note: Blue channel will return zero during sampling.

    Note: On platforms that support only ETC1 RGB, applications could transcode each ETC1S slice to its own ETC1 RGB texture and use two texture samplers simultaneously.

  • On desktop GPUs without EAC RG11 support, applications should transcode both slices to a single BC5 texture.

    Note: Blue channel will return zero during sampling.

  • As a last resort, ETC1S data could be decoded to uncompressed RG8 or RGBA8 pixels.

ETC1S Target Format Selection Flowchart

UASTC Codec

Overview

UASTC is a virtual block-compressed texture format that is designed for quick and efficient transcoding (i.e. conversion) to hardware-supported block-compressed GPU formats. Being built on top of state of the art ASTC and BC7 texture compression techniques, it can handle all kinds of 8-bit texture data: color maps, normal maps, height maps, etc. By applying RDO (rate-distortion optimization) during encoding, UASTC output can be optimized for subsequent LZ-style lossless compression for more efficient transmission and storage. KTX v2 container format relies on Zstandard for lossless compression.

Data Layout

UASTC blocks may have from 2 to 4 color channels internally. The encoder chooses different block modes depending on the texture contents. In all cases, only one "slice" of UASTC data is used.

The UASTC Data Format Descriptor in KTX v2 container format has only one channelType entry.

Supported configurations include:

Channels channelType Typical Usage
RGB KHR_DF_CHANNEL_UASTC_RGB Opaque color texture
RGBA KHR_DF_CHANNEL_UASTC_RGBA Color texture with alpha channel
Red KHR_DF_CHANNEL_UASTC_RRR Single-channel texture
Red-Green KHR_DF_CHANNEL_UASTC_RG Dual-channel texture

Runtime usage

UASTC textures consist of 4x4 blocks, each block takes exactly 16 bytes. Zstandard compression (when present) must be decoded prior to texture transcoding.

Since UASTC is a "virtual" texture format, it has to be converted to one of hardware-supported formats prior to GPU uploading. Applications should choose target format depending on platform capabilities and expected usage.

When the texture data uses non-linear sRGB encoding (virtually all color textures do that), applications should use hardware sRGB decoders to get correct filtering. This could be easily achieved by uploading compressed data with proper texture format enum, see specific values below.

Primary Transcode Targets

By design, UASTC is optimized for fast and predictable transcoding to ASTC and BC7. Transcoding to ASTC is always lossless (e.g. it would match decoding to RGBA8), transcoding to BC7 is almost lossless.

ASTC 4x4 should be the default choice when ASTC LDR support is available.

Note: At the time of writing, GPUs supporting ASTC LDR include:

  • Apple A8 and newer, Apple M1
  • Arm Mali-T620 and newer
  • ImgTec PowerVR Series6 and newer
  • Intel Gen9 ("Skylake") and newer
  • NVIDIA Tegra
  • Qualcomm Adreno 3xx series and newer

BC7 should be the default choice when BC7 is supported but ASTC is not. Such platforms include most desktop GPUs.

When a high-quality output is required (e.g. for normal or other non-color maps) but neither ASTC nor BC7 are supported, UASTC data should be decoded to uncompressed RGBA8 values.

Note: Even when the texture is known to be opaque, it's still usually better to upload it as RGBA8 instead of RGB8 due to GPU memory alignment.

Besides RGB and RGBA texture types, UASTC codec may be used for encoding Red and Red-Green textures since it provides better quality than ETC1S. ASTC and BC7 still remain the primary transcode targets while uncompressed R8 and RG8 formats are the high-quality fallback options.

Note: Even when a UASTC texture is known to be of Red or Red-Green type, unused channels may contain non-zero values after transcoding. Applications should sample only from the used channels.

Additional Transcode Targets (RGB and RGBA)

Although transcoding to the following formats may result in some quality loss, it can sometimes be a better choice than decoding to uncompressed considering reduced GPU memory footprint. Usually, the loss is acceptable for textures containing color data.

UASTC RGBA Target Format Selection Flowchart

ETC

Transcoding UASTC to ETC involves decoding the texture to uncompressed pixels and re-encoding them as ETC. This process is fully implemented by the reference transcoder and partly accelerated by ETC-specific hints that are present in UASTC data.

Opaque UASTC textures should be transcoded to and uploaded as ETC1 RGB.

UASTC textures with alpha channel should be transcoded to and uploaded as ETC2 RGBA.

S3TC (BC1 / BC3)

Transcoding UASTC to S3TC (aka DXT) formats involves decoding the texture to uncompressed pixels and re-encoding them as BC1 or BC3. This process is fully implemented by the reference transcoder. Transcoding of RGB data could be partly accelerated by BC1-specific hints that may be present in UASTC data.

Opaque UASTC textures should be transcoded to and uploaded as BC1.

UASTC textures with alpha channel should be transcoded to and uploaded as BC3.

PVRTC1

Transcoding to UASTC to PVRTC1 involves decoding the texture to uncompressed pixels and re-encoding them as PVRTC1. This process is fully implemented by the reference transcoder.

Note: Transcoding to PVRTC1 is supported only for textures that have power-of-two dimensions.

Note: The reference UASTC to PVRTC1 transcoder needs to know whether the alpha channel is used.

Note: Apple hardware may reject non-square PVRTC1 textures.

16-bit packed formats

Sometimes, decoding UASTC to 16-bit packed pixel formats (RGB565 or RGBA4444) may yield better results than transcoding to ETC, BC1/BC3, or PVRTC1 at a cost of increased (about 2x) GPU memory footprint.

Additional Transcode Targets (Red)

When both ASTC and BC7 are not available, Red (single-channel) UASTC textures may be transcoded to EAC R11 or BC4. Both of these targets would use less GPU memory at runtime than uncompressed R8. Transcoding to them involves decoding UASTC and re-encoding so it may be slower than using the decoded data as-is. Unless the texture contains high-contrast high-frequency data, the transcoding quality loss is usually negligible.

UASTC Red Target Format Selection Flowchart

Additional Transcode Targets (Red-Green)

When both ASTC and BC7 are not available, Red-Green (dual-channel) UASTC textures may be transcoded to EAC RG11 or BC5. Both of these targets would use less GPU memory at runtime than uncompressed RG8. Transcoding to them involves decoding UASTC and re-encoding so it may be slower than using the decoded data as-is. Unless the texture contains high-contrast high-frequency data, the transcoding quality loss is usually negligible.

UASTC Red-Green Target Format Selection Flowchart

GPU API Support

Compressed Formats

ASTC 4x4

The transcoded data uses 16 bytes per each 4x4 block.

API Feature Detection sRGB Format Enum Linear Format Enum
Vulkan textureCompressionASTC_LDR device feature VK_FORMAT_ASTC_4x4_SRGB_BLOCK VK_FORMAT_ASTC_4x4_UNORM_BLOCK
WebGL WEBGL_compressed_texture_astc extension COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR COMPRESSED_RGBA_ASTC_4x4_KHR
OpenGL (ES) GL_KHR_texture_compression_astc_ldr extension GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR GL_COMPRESSED_RGBA_ASTC_4x4_KHR
Direct3D N/A N/A N/A
Metal MTLGPUFamilyApple2-compatible GPU MTLPixelFormatASTC_4x4_sRGB MTLPixelFormatASTC_4x4_LDR

When the platform supports setting ASTC decode mode (e.g. via VK_EXT_astc_decode_mode or GL_EXT_texture_compression_astc_decode_mode), applications should set it to unorm8.

BC1 (S3TC RGB)

The transcoded data uses 8 bytes per each 4x4 block.

API Feature Detection sRGB Format Linear Format
Vulkan textureCompressionBC device feature VK_FORMAT_BC1_RGB_SRGB_BLOCK VK_FORMAT_BC1_RGB_UNORM_BLOCK
WebGL WEBGL_compressed_texture_s3tc and WEBGL_compressed_texture_s3tc_srgb extensions COMPRESSED_SRGB_S3TC_DXT1_EXT COMPRESSED_RGB_S3TC_DXT1_EXT
OpenGL GL_EXT_texture_compression_s3tc and GL_EXT_texture_sRGB extensions GL_COMPRESSED_SRGB_S3TC_DXT1_EXT GL_COMPRESSED_RGB_S3TC_DXT1_EXT
OpenGL ES GL_EXT_texture_compression_s3tc and GL_EXT_texture_compression_s3tc_srgb extensions GL_COMPRESSED_SRGB_S3TC_DXT1_EXT GL_COMPRESSED_RGB_S3TC_DXT1_EXT
Direct3D 9_1 feature level or higher DXGI_FORMAT_BC1_UNORM_SRGB DXGI_FORMAT_BC1_UNORM
Metal MTLGPUFamilyMac1 or MTLGPUFamilyMacCatalyst1-compatible GPU MTLPixelFormatBC1_RGBA_sRGB MTLPixelFormatBC1_RGBA

Note: For Direct3D and Metal, BC1 RGBA enums are used since these APIs do not expose BC1 RGB. Transcoded blocks produced by the reference transcoder will be sampled correctly anyway.

BC3 (S3TC RGBA)

The transcoded data uses 16 bytes per each 4x4 block.

API Feature Detection sRGB Format Linear Format
Vulkan textureCompressionBC device feature VK_FORMAT_BC3_SRGB_BLOCK VK_FORMAT_BC3_UNORM_BLOCK
WebGL WEBGL_compressed_texture_s3tc and WEBGL_compressed_texture_s3tc_srgb extensions COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT COMPRESSED_RGBA_S3TC_DXT5_EXT
OpenGL GL_EXT_texture_compression_s3tc and GL_EXT_texture_sRGB extensions GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
OpenGL ES GL_EXT_texture_compression_s3tc and GL_EXT_texture_compression_s3tc_srgb extensions GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
Direct3D 9_1 feature level or higher DXGI_FORMAT_BC3_UNORM_SRGB DXGI_FORMAT_BC3_UNORM
Metal MTLGPUFamilyMac1 or MTLGPUFamilyMacCatalyst1-compatible GPU MTLPixelFormatBC3_RGBA_sRGB MTLPixelFormatBC3_RGBA

BC4

The transcoded data uses 8 bytes per each 4x4 block.

API Feature Detection Linear Format
Vulkan textureCompressionBC device feature VK_FORMAT_BC4_UNORM_BLOCK
WebGL EXT_texture_compression_rgtc extension COMPRESSED_RED_RGTC1_EXT
OpenGL ARB_texture_compression_rgtc extension GL_COMPRESSED_RED_RGTC1_EXT
OpenGL ES GL_EXT_texture_compression_rgtc extension GL_COMPRESSED_RED_RGTC1_EXT
Direct3D 10_0 feature level or higher DXGI_FORMAT_BC4_UNORM
Metal MTLGPUFamilyMac1 or MTLGPUFamilyMacCatalyst1-compatible GPU MTLPixelFormatBC4_RUnorm

BC5

The transcoded data uses 16 bytes per each 4x4 block.

API Feature Detection Linear Format
Vulkan textureCompressionBC device feature VK_FORMAT_BC5_UNORM_BLOCK
WebGL EXT_texture_compression_rgtc extension COMPRESSED_RED_GREEN_RGTC2_EXT
OpenGL ARB_texture_compression_rgtc extension GL_COMPRESSED_RED_GREEN_RGTC2_EXT
OpenGL ES GL_EXT_texture_compression_rgtc extension GL_COMPRESSED_RED_GREEN_RGTC2_EXT
Direct3D 10_0 feature level or higher DXGI_FORMAT_BC5_UNORM
Metal MTLGPUFamilyMac1 or MTLGPUFamilyMacCatalyst1-compatible GPU MTLPixelFormatBC5_RGUnorm

BC7

The transcoded data uses 16 bytes per each 4x4 block.

API Feature Detection sRGB Format Linear Format
Vulkan textureCompressionBC device feature VK_FORMAT_BC7_SRGB_BLOCK VK_FORMAT_BC7_UNORM_BLOCK
WebGL EXT_texture_compression_bptc extension COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT COMPRESSED_RGBA_BPTC_UNORM_EXT
OpenGL GL_ARB_texture_compression_bptc extension GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB GL_COMPRESSED_RGBA_BPTC_UNORM_ARB
OpenGL ES GL_EXT_texture_compression_bptc extension GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT GL_COMPRESSED_RGBA_BPTC_UNORM_EXT
Direct3D 11_0 feature level DXGI_FORMAT_BC7_UNORM_SRGB DXGI_FORMAT_BC7_UNORM
Metal MTLGPUFamilyMac1 or MTLGPUFamilyMacCatalyst1-compatible GPU MTLPixelFormatBC7_RGBAUnorm_sRGB MTLPixelFormatBC7_RGBAUnorm

ETC1 RGB

The transcoded data uses 8 bytes per each 4x4 block.

API Feature Detection sRGB Format Linear Format
Vulkan textureCompressionETC2 device feature VK_FORMAT_ETC2_R8G8B8_SRGB_BLOCK VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK
WebGL WEBGL_compressed_texture_etc extension COMPRESSED_SRGB8_ETC2 COMPRESSED_RGB8_ETC2
OpenGL GL_ARB_ES3_compatibility extension GL_COMPRESSED_SRGB8_ETC2 GL_COMPRESSED_RGB8_ETC2
OpenGL ES Version 3.0 or higher GL_COMPRESSED_SRGB8_ETC2 GL_COMPRESSED_RGB8_ETC2
Direct3D N/A N/A N/A
Metal MTLGPUFamilyApple1-compatible GPU MTLPixelFormatETC2_RGB8_sRGB MTLPixelFormatETC2_RGB8

Note: WebGL contexts backed by OpenGL ES 2.0 may support WEBGL_compressed_texture_etc1 extension that exposes only linear ETC1 texture format (ETC1_RGB8_OES). Applications would need to decode sRGB values with a fragment shader.

Note: OpenGL ES 2.0 contexts may support GL_OES_compressed_ETC1_RGB8_texture extension that exposes only linear ETC1 texture format (GL_ETC1_RGB8_OES). Applications would need to decode sRGB values with a fragment shader.

Note: The reference transcoder implementation produces blocks that don't use ETC2-specific features thus making it possible to use transcoded data on ETC1 hardware.

Note: Although many desktop GPUs expose GL_ARB_ES3_compatibility OpenGL extension, most of them do not have hardware support for ETC1 RGB format and decompress it in the driver instead. At the time of writing, only Intel desktop GPUs newer than "Haswell" support this format natively.

ETC2 RGBA

The transcoded data uses 16 bytes per each 4x4 block.

API Feature Detection sRGB Format Linear Format
Vulkan textureCompressionETC2 device feature VK_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK
WebGL WEBGL_compressed_texture_etc extension COMPRESSED_SRGB8_ALPHA8_ETC2_EAC COMPRESSED_RGBA8_ETC2_EAC
OpenGL GL_ARB_ES3_compatibility extension GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC GL_COMPRESSED_RGBA8_ETC2_EAC
OpenGL ES Version 3.0 or higher GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC GL_COMPRESSED_RGBA8_ETC2_EAC
Direct3D N/A N/A N/A
Metal MTLGPUFamilyApple1-compatible GPU MTLPixelFormatEAC_RGBA8_sRGB MTLPixelFormatEAC_RGBA8

Note: Applications running on OpenGL ES 2.0 contexts or WebGL contexts backed by OpenGL ES 2.0 may transcode data to two ETC1 textures: one for RGB and another for alpha. Refer to the previous section for more notes on using ETC1 hardware.

Note: Although many desktop GPUs expose GL_ARB_ES3_compatibility OpenGL extension, most of them do not have hardware support for ETC2 RGBA format and decompress it in the driver instead. At the time of writing, only Intel desktop GPUs newer than "Haswell" support this format natively.

EAC R11

The transcoded data uses 8 bytes per each 4x4 block.

API Feature Detection Linear Format
Vulkan textureCompressionETC2 device feature VK_FORMAT_EAC_R11_UNORM_BLOCK
WebGL WEBGL_compressed_texture_etc extension COMPRESSED_R11_EAC
OpenGL GL_ARB_ES3_compatibility extension GL_COMPRESSED_R11_EAC
OpenGL ES Version 3.0 or higher GL_COMPRESSED_R11_EAC
Direct3D N/A N/A
Metal MTLGPUFamilyApple1-compatible GPU MTLPixelFormatEAC_R11Unorm

Note: Although many desktop GPUs expose GL_ARB_ES3_compatibility OpenGL extension, most of them do not have hardware support for EAC R11 format and decompress it in the driver instead. At the time of writing, only Intel desktop GPUs newer than "Haswell" support this format natively.

EAC RG11

The transcoded data uses 16 bytes per each 4x4 block.

API Feature Detection Linear Format
Vulkan textureCompressionETC2 device feature VK_FORMAT_EAC_R11G11_UNORM_BLOCK
WebGL WEBGL_compressed_texture_etc extension COMPRESSED_RG11_EAC
OpenGL GL_ARB_ES3_compatibility extension GL_COMPRESSED_RG11_EAC
OpenGL ES Version 3.0 or higher GL_COMPRESSED_RG11_EAC
Direct3D N/A N/A
Metal MTLGPUFamilyApple1-compatible GPU MTLPixelFormatEAC_RG11Unorm

Note: Although many desktop GPUs expose GL_ARB_ES3_compatibility OpenGL extension, most of them do not have hardware support for EAC RG11 format and decompress it in the driver instead. At the time of writing, only Intel desktop GPUs newer than "Haswell" support this format natively.

PVRTC1

The transcoded data uses 8 bytes per each 4x4 block.

API Feature Detection sRGB Format Linear Format
Vulkan VK_IMG_format_pvrtc extension VK_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG VK_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG
WebGL WEBGL_compressed_texture_pvrtc extension N/A COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
OpenGL N/A N/A N/A
OpenGL ES GL_IMG_texture_compression_pvrtc and GL_EXT_pvrtc_sRGB extensions GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG
Direct3D N/A N/A N/A
Metal MTLGPUFamilyApple1-compatible GPU MTLPixelFormatPVRTC_RGBA_4BPP_sRGB MTLPixelFormatPVRTC_RGBA_4BPP

Note: WebGL contexts do not support sRGB PVRTC1 formats. Applications would need to decode sRGB values with a fragment shader.

Uncompressed Formats

RGBA8

The decoded data size must be computed from image dimensions in pixels (not blocks) as

width * height * 4
API sRGB Format Linear Format
Vulkan VK_FORMAT_R8G8B8A8_SRGB VK_FORMAT_R8G8B8A8_UNORM
WebGL SRGB8_ALPHA8 RGBA8
OpenGL (ES) GL_SRGB8_ALPHA8 GL_RGBA8
Direct3D DXGI_FORMAT_R8G8B8A8_UNORM_SRGB DXGI_FORMAT_R8G8B8A8_UNORM
Metal MTLPixelFormatRGBA8Unorm_sRGB MTLPixelFormatRGBA8Unorm

Note: WebGL 1.0 contexts require EXT_sRGB extension to be enabled for sRGB filtering.

16-bit packed formats

The decoded data size must be computed from image dimensions in pixels (not blocks) as

width * height * 2
API Feature Detection RGB RGBA
Vulkan Always supported VK_FORMAT_R5G6B5_UNORM_PACK16 VK_FORMAT_R4G4B4A4_UNORM_PACK16
WebGL Always supported RGB565 RGBA4
OpenGL (ES) Always supported GL_RGB565 GL_RGBA4
Direct3D WDDM 1.2 or newer DXGI_FORMAT_B5G6R5_UNORM N/A
Metal MTLGPUFamilyApple1-compatible GPU MTLPixelFormatB5G6R5Unorm MTLPixelFormatABGR4Unorm

Note: WebGL applications should be cautious with using these formats because they will be emulated as RGBA8 when the underlying platform does not support packed 16-bit formats natively.

Note: There is no hardware sRGB decoding support for packed formats. Applications would need to decode sRGB values with a fragment shader.

R8

The decoded data size must be computed from image dimensions in pixels (not blocks) as

width * height * 1
API Linear Format
Vulkan VK_FORMAT_R8_UNORM
WebGL 2.0 R8
OpenGL (ES) GL_R8
Direct3D DXGI_FORMAT_R8_UNORM
Metal MTLPixelFormatR8Unorm

RG8

The decoded data size must be computed from image dimensions in pixels (not blocks) as

width * height * 2
API Linear Format
Vulkan VK_FORMAT_R8G8_UNORM
WebGL 2.0 RG8
OpenGL (ES) GL_RG8
Direct3D DXGI_FORMAT_R8G8_UNORM
Metal MTLPixelFormatRG8Unorm