Announcement

Collapse
No announcement yet.

ETC2 Texture Compression Looks Good For OpenGL

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Michael, I don't think you can say royalty free is the same as not patented. Ericsson probably has it completely covered but has been nice enough to let Khronos use it in their APIs.

    Comment


    • #17
      Never

      Originally posted by Thaodan View Post
      This is good but, when will wayland will full suport OpenGL so we can use it in he future?
      Wayland is about sharing buffers between a client and a server, you can use whatever you want in the client to draw the buffer so Wayland is irrelevant here.
      I repeat Wayland has *no* drawing API, and the article is about an improvement to a drawing API..

      Comment


      • #18
        Originally posted by Kayden View Post
        None of our currently shipping hardware has native support for ETC2, which means we have to implement it in software. That means that textures are uploaded and stored to the GPU in an uncompressed format, which isn't terribly efficient, but there's not much else we can do. That will at least make applications using ETC2 compressed textures work. (I believe Chad's volunteered to write the software decoder, unless someone beats him to it.)

        Thank you for the quick answer. you guys are impressing me!

        Comment


        • #19
          Originally posted by Kayden View Post
          None of our currently shipping hardware has native support for ETC2, which means we have to implement it in software. That means that textures are uploaded and stored to the GPU in an uncompressed format, which isn't terribly efficient, but there's not much else we can do. That will at least make applications using ETC2 compressed textures work. (I believe Chad's volunteered to write the software decoder, unless someone beats him to it.)
          Kayden,

          Is ETC2 arithmetically similar enough to a supported texture-compression format that you might be able to do partial acceleration via an intermediate format? Basically, take a loss on the CPU which would transcode ETC2 to the intermediate, and make up, or exceed the loss on the GPU?

          The example that comes to mind is when we were able to get an old SigmaDesign hardware MPEG1 decoder to partially accelerate MPEG2 video.

          F

          Comment


          • #20
            Is ETC2 really required by GL 4.3 as stated in the article? I don't see it listed here: http://cgit.freedesktop.org/mesa/mesa/tree/docs/GL3.txt

            Comment


            • #21
              I believe it's not listed separately because it's covered by ARB_ES3_compatibility.

              PS: is there a similar list for ES3?
              Last edited by Ansla; 08-14-2012, 06:06 AM. Reason: Added PS

              Comment


              • #22
                Originally posted by oibaf View Post
                Is ETC2 really required by GL 4.3 as stated in the article? I don't see it listed here: http://cgit.freedesktop.org/mesa/mesa/tree/docs/GL3.txt
                Yes, it is. For varying degrees of proof, see: wikipedia, Khronos press release, and most importantly, the spec (whole entire section devoted to ETC2).
                Free Software Developer .:. Mesa and Xorg
                Opinions expressed in these forum posts are my own.

                Comment


                • #23
                  It will not make S3TC obsolete for existing games, though it might make it obsolete for future titles several years from now. But by the time those new titles come out the S3TC patent will be close to expire anyway, so it will not really make a difference.

                  Comment


                  • #24
                    wasn't the patent supposed to be already expired?

                    Comment


                    • #25
                      It expires in 2017 if I remember correctly, the discussion was whether it was ever valid at all.

                      Comment


                      • #26
                        oh yeah, that's right the issue was about the patent's validity...

                        thanks Ansla.

                        Comment


                        • #27
                          Originally posted by Ansla View Post
                          It will not make S3TC obsolete for existing games, though it might make it obsolete for future titles several years from now. But by the time those new titles come out the S3TC patent will be close to expire anyway, so it will not really make a difference.
                          s/several years/5-10 years/

                          Hardware has to be released supporting this. No hardware yet released that does so, and it'll be a year or three before they do, mostly likely. Then you need to wait until a vast majority of the target demographic has said hardware. GPUs tend to have a lifetime of around 5 years for gamers; the 8800gt still has some users according to the Steam Hardware survey, and that came out in 2006 (6 years ago).

                          There's a reason almost nobody uses OpenGL 4 and that D3D11 is only just finally starting to be used in major games (and generally with downlevel feature sets either supported or used exclusively). The specs that come out today aren't usable by developers until after full support for those specs has saturated the market.

                          Comment

                          Working...
                          X