Support KTX2 Texture Compression Format

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Lin Qin

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Nov 26, 2021, 7:39:56 PM11/26/21
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Hello,

Currently, most HTMLImageElement formats (e.g. JPEG / WebP / AVIF) focus on getting smaller size to download faster.
But video games (including WebGL) prefer texture compression formats which take much less memory (https://docs.unity3d.com/2020.3/Documentation/Manual/class-TextureImporterOverride.html).

Previously, the limitations of texture compression formats may:
    1. gpu raster is required;
    2. different platforms support different texture compression formats;
    3. some old formats (e.g. ETC2) are not smaller enough;

Now
    1. gpu raster is enabled by default;
    2. Basis Universal compression technology introduced in KTX2 can cross platform;
    3. ETC1S / ASTC can get smaller size.

If HTMLImageElement supports texture compression formats, can reduce 75%~97% memory and some decoding time (or no decoding at all), then reduce power consumption.
The Khronos Group has published KTX-Software as open-source tools around dealing with KTX 2.0 compressed textures (https://github.com/KhronosGroup/KTX-Software).
I have tried integrating KTX-Software into chromium. It works well on Android.

So does it make sense to support KTX2 texture compression format?
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