KHR_texture_compression_astc_sliced_3d

Name

KHR_texture_compression_astc_sliced_3d

Name Strings

GL_KHR_texture_compression_astc_sliced_3d

Contact

Eric Werness (ewerness 'at' nvidia.com)

Contributors

Sean Ellis, ARM
Jorn Nystad, ARM
Tom Olson, ARM
Andy Pomianowski, AMD
Cass Everitt, NVIDIA
Walter Donovan, NVIDIA
Robert Simpson, Qualcomm
Maurice Ribble, Qualcomm
Larry Seiler, Intel
Daniel Koch, NVIDIA
Anthony Wood, Imagination Technologies
Jon Leech

IP Status

No known issues.

Notice

Copyright (c) 2015 The Khronos Group Inc. Copyright terms at
    http://www.khronos.org/registry/speccopyright.html

Specification Update Policy

Khronos-approved extension specifications are updated in response to
issues and bugs prioritized by the Khronos OpenGL and OpenGL ES Working Groups. For
extensions which have been promoted to a core Specification, fixes will
first appear in the latest version of that core Specification, and will
eventually be backported to the extension document. This policy is
described in more detail at
    https://www.khronos.org/registry/OpenGL/docs/update_policy.php

Status

Complete.
Approved by the OpenGL ES Working Group on 2015/07/22
Approved by the OpenGL ARB Working Group on 2015/07/31
Ratified by the Khronos Board of Promoters on 2015/10/09.

Version

Version 2, September 15, 2015

Number

ARB Extension #189
OpenGL ES Extension #249

Dependencies

Written based on the wording of the OpenGL ES 3.1 (April 29, 2015)
Specification

Requires GL_KHR_texture_compression_astc_ldr

Overview

Adaptive Scalable Texture Compression (ASTC) is a new texture
compression technology that offers unprecendented flexibility, while
producing better or comparable results than existing texture
compressions at all bit rates. It includes support for 2D and
slice-based 3D textures, with low and high dynamic range, at bitrates
from below 1 bit/pixel up to 8 bits/pixel in fine steps.

This extension extends the functionality of
GL_KHR_texture_compression_astc_ldr to include slice-based 3D textures
for textures using the LDR profile in the same way as the HDR profile
allows slice-based 3D textures.

Interactions

None

New Procedures and Functions

None

New Tokens

None

Additions to Chapter 8 of the OpenGL ES 3.1 Specification (Textures and Samplers)

Modify table 8.19 (Compressed internal formats), as modified by
GL_KHR_texture_compression_astc_ldr

Modify the "3D Tex." column to be checked for all ASTC formats.

Additions to Appendix C of the OpenGL ES 3.1 Specification (Compressed Texture Image Formats

Modify the sub-section on ASTC image formats, C.2.25 LDR PROFILE SUPPORT

Change the first bullet on the feature subset list to read.

* 2D and slice-based 3D textures only, including 2D, 2D array, cube map
    face, cube map array, and 3D texture targets.

Revision History

Revision 2, September 15, 2015 (Jon Leech) - correct typo from
"GL_KHR_texture_compression_ldr" to
"GL_KHR_texture_compression_astc_ldr"

Revision 1, June 18, 2015 - initial revision.