In February 2020, Arm made its open source ASTC encoder available under the widely accepted Apache 2.0 license, enabling developers everywhere to easily generate ASTC textures during application development. Meanwhile, Khronos’ glTF™ 3D asset format standard, is adding ASTC support to enable glTF Universal Textures to be decoded into ASTC on the fly on the target system. With these recent developments we wanted to reach out to the developer community to explore how ASTC is being used, and whether there are remaining barriers to adoption that Khronos and Arm can help address. Consequently, Arm conducted a game developer survey to learn.
Google’s new Android Extension Pack and OpenGL ES 3.1 are supported in the upcoming Android L release. The Android Extension Pack is a set of extensions to OpenGL ES which provides features like tessellation to improve the detail of geometry rendered onscreen, and geometry shaders which can also be used to add detail to what is rendered onscreen as well as to add shadows to a scene. The Android Extension Pack also includes support for compute shaders, and Adaptive Scalable Texture Compression (ASTC).
Latest Texture Compression Tool from ARM adds to the existing ASTC support by now including the ability to compress 3D textures.
Tom Olson, work group chair of the OpenGL ES API and director of graphics research at ARM has a great blog entry on ASTC texture compression. Not too technical and includes some great examples and lots of links. A great read for the middle of the week.
Sean Ellis of ARM has posted a blog on how ASTC works. It’s a fairly easy read and well worth a few minutes of your day. Give it a go. The ASTC evaluation codec is available at Mali Developer Center.