GL_KHR_texture_compression_astc_ldr#

Supported Hardware#

Series6, Series6XE, Series6XT

Valid APIs#

OpenGL ES 1.x, OpenGL ES 2.0, OpenGL ES 3.x

Description#

Adaptive Scalable Texture Compression (ASTC) is the latest texture compression scheme that is intended to eventually become ubiquitous across mobile devices, replacing existing texture compression technologies. It is very flexible, offering a large range of bit rates from 8bpp (bits per pixel) down to 0.88bpp. Each block is always 128 bits, but the number of texels represented by each block is highly variable - ranging from 4x4 to 12x12 - which allows different images to be compressed at varying degrees of quality, whilst using the same compression scheme.

Example#

// Upload an ASTC 4x4 texture
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_ASTC_4x4_KHR, width, height, 0, astcDataSize, astcData);
// Upload an ASTC 12x12 texture
glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_ASTC_12x12_KHR, width, height, 0, astcDataSize2, astcData2);