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[[Category:Software]]<noinclude>[[Category:Main]]</noinclude>
[[Category:Software]]<noinclude>[[Category:Main]]</noinclude>
<div style="float:right">[[File:Texture-Icon-AA.JPG|100px|thumb|left|Standard model image widely used]]</div>


<div style="color: #ffffff; background-color: #505652; border: 1px solid #808000; padding: 5px; {{box-shadow|4px|4px|8px|#b0b090}}">
<div style="color: #ffffff; background-color: #505652; border: 1px solid #808000; padding: 5px; {{box-shadow|4px|4px|8px|#b0b090}}">
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</div>
</div>


PowerVR is a division of Imagination Technologies (formerly VideoLogic) that develops hardware and software for 2D and 3D rendering, and more.
PowerVR is a division of Imagination Technologies (formerly VideoLogic) that develops hardware and software for 2D and 3D rendering, and more.
 
== Features ==
== Features ==
<div style="float:right">[[File:03_PVRTC_ATITC_ETC1_BC1_comparison.png|200px|left]]</div>


*PVRTC supports both opaque (RGB) and translucent (RGBA) textures (unlike other formats such as S3TC that require a dedicated, larger form to support full alpha channels).
*PVRTC supports both opaque (RGB) and translucent (RGBA) textures (unlike other formats such as S3TC that require a dedicated, larger form to support full alpha channels).
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== File format ==
== File format ==
 
The PVR (.pvr) format (Sony uses a custom header) consists of:
The PVR (.pvr) format (specification version 3.0.0) consists of:
 
{| class="wikitable" style="text-align: center;"
|-
| style="background-color:#505652; color:#FFFFFF;" |'''Header'''<br />52 bytes (0x34)
| style="background-color:#505652; color:#FFFFFF;" |'''Meta Data (optional)'''<br />variable
| style="background-color:#505652; color:#FFFFFF;" |'''Texture Data'''<br />variable
|-
|}


=== Header ===
=== Header ===
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| 0x14 || 0x04 || 00 00 00 00 || 0 || '''Channel Type:'''
| 0x14 || 0x04 || 00 00 00 00 || 0 || '''Channel Type:'''
|-
|-
| 0x18 || 0x04 || 00 01 00 00 || 256 || '''Height:''' width of the texture stored in the texture data, in pixels.
| 0x18 || 0x08 || 00 01 00 00 || 256 || '''Height:'''
|-
|-
| 0x1C || 0x04 || 00 01 00 00 || 256 || '''Width:''' width of the texture stored in the texture data, in pixels.
| 0x1C || 0x04 || 00 01 00 00 || 256 || '''Width:'''
|-
|-
| 0x20 || 0x04 || 01 00 00 00 || 1 || '''Depth:''' depth of the texture stored in the texture data, in pixels.
| 0x20 || 0x04 || 01 00 00 00 || 1 || '''Depth:'''
|-
|-
| 0x24 || 0x04 || 01 00 00 00 || 1 || '''Num. Surfaces:''' number of surfaces within the texture array.
| 0x24 || 0x04 || 01 00 00 00 || 1 || '''Num. Surfaces:'''
|-
|-
| 0x28 || 0x04 || 01 00 00 00 || 1 || '''Num. Faces:''' number of faces in a cube map.
| 0x28 || 0x04 || 01 00 00 00 || 1 || '''Num. Faces:'''
|-
|-
| 0x2C || 0x04 || 01 00 00 00 || 1 || '''MIP-Map Count:''' number of MIP-Map levels present including the top level.
| 0x2C || 0x04 || 00 00 00 00 || 0 || '''Meta Data Size:'''
<small>
A value of one, therefore, means that only the top level texture exists.
</small>
|-
| 0x30 || 0x04 || 00 00 00 00 || 0 || '''Meta Data Size:''' allows for the creator of a PVR to store custom information within the PVR file relating to the storage.
|-
|-
|}
|}


==== Pixel Format ====
==== Pixel Format ====
If the most significant 4 bytes contain a value, the full 8 bytes are used to determine the pixel format. <br />
The least significant 4 bytes contain the channel order, each byte containing a single character, or a null character if there are fewer than four channels, e.g., {‘r’, ‘g’, ‘b’, ‘a’} or {‘r’, ‘g’, ‘b’, ‘\0’}. <br />
The most significant 4 bytes state the bit rate for each channel in the same order, each byte containing a single 8bit unsigned integer value, or zero if there are fewer than four channels, e.g., {8, 8, 8, 8} or {5, 6, 5, 0}.


<pre>
If the most significant 4 bytes contain a value, the full 8 bytes are used to determine the pixel format. 
The least significant 4 bytes contain the channel order, each byte containing a single character, or a null character
if there are fewer than four channels, e.g., {‘r’, ‘g’, ‘b’, ‘a’} or {‘r’, ‘g’, ‘b’, ‘\0’}. 
The most significant 4 bytes state the bit rate for each channel in the same order, each byte containing a single 8bit unsigned integer value,
or zero if there are fewer than four channels, e.g., {8, 8, 8, 8} or {5, 6, 5, 0}.
</pre>


<pre>
Where the most significant 4 bytes have been set to ‘0’ and the least significant 4 bytes will contain a 32bit unsigned integer value identifying the pixel format
Where the most significant 4 bytes have been set to ‘0’ and the least significant 4 bytes will contain a 32bit unsigned integer value identifying the pixel format
 
</pre>


{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
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==== Channel Type ====
==== Channel Type ====
<pre>
the data type of the colour channels within the texture data.  
the data type of the colour channels within the texture data.  
</pre>


{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
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|}
|}


=== Meta Data Format ===
==== Meta Data Format ====
 
{| class="wikitable" style="text-align: center;"
|-
| style="background-color:#505652; color:#FFFFFF;" |'''FourCC'''<br />4 bytes
| style="background-color:#505652; color:#FFFFFF;" |'''Key'''<br />4 bytes
| style="background-color:#505652; color:#FFFFFF;" |'''Data Size'''<br />4 bytes
| style="background-color:#505652; color:#FFFFFF;" |'''Data'''<br />variable
| style="background-color:#505652; color:#FFFFFF;" |'''Padding'''<br />variable
|-
|}
 
==== FourCC ====
 
is a four byte identifier (consisting of single byte characters or integers) whose value, combined with the value of ‘Key’, is used to determine how ‘Data’ should be handled.<br />
The values {‘P’, ‘V’, ‘R’, 0} to {‘P’, ‘V’, ‘R’, 255} (and their numerical equivalents) are reserved and must not be used except as described in Pre-defined Medata Data section.<br />
 
==== Pre-defined Medata Data ====
 
{| class="wikitable" style="text-align: center;"
|-
| style="background-color:#505652; color:#FFFFFF;" |'''FourCC'''
| style="background-color:#505652; color:#FFFFFF;" |'''Key'''
| style="background-color:#505652; color:#FFFFFF;" |'''Data Size'''
| style="background-color:#505652; color:#FFFFFF;" |'''Data Description'''
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black;">Pre-defined metadata</span>
|-
| ‘P’, ‘V’, ‘R’, 3 || 0 || Variable ||  An array of integers describing the position and sizes of each texture within a texture atlas.<br /> <small>Each sequence of four integers represents the information for a single texture within the atlas and appear in the order:</small> 
*1. X Position
*2. Y Position
*3. Width
*4. Height
|-
| ‘P’, ‘V’, ‘R’, 3 || 1 || 8 || Specifies that the file contains normal map information.<br />
<small>
The 8 bytes are in the form of a 32bit float representing the scale of the normal map, followed by a four character array describing the order of the channels,<br /> for example {‘x’, ‘y’, ‘z’, ‘h’}. Use of ‘h’ as the representation for a given channel denotes that the channel in question contains the original height map.
<small>
|-
| ‘P’, ‘V’, ‘R’, 3 || 2 || 6 || Specifies that the file contains a cube map and the order of the faces within that cube map.<br /> 
<small>
The 6 bytes represent a six character string. This string shows the order the cube map faces are stored in the texture data, for example ‘XxYyZz’.<br />
Uppercase letters refer to a positive axis position while lowercase refer to a negative axis position. Not all axes must be present.
<small>
|-
| ‘P’, ‘V’, ‘R’, 3 || 3 || 3 || Specifies the logical orientation of the texture within the texture data.<br />
<small>
This does not affect the mapping from pixels to texture coordinates. Each byte is a Boolean value representing the orientation for a single axis in the order X, Y, Z.<br />
The values are as follows:
<small>
*X Axis Non-zero value = values increase to the left , Zero value = X values increase to the right
*Y Axis Non-zero value = Y values increase upwards , Zero value = Y values increase downwards
*Z Axis Non-zero value = Z values increase outwards , Zero value = Z values increase inwards
|-
| ‘P’, ‘V’, ‘R’, 3 || 4 || 12 || Specifies whether the texture has a border.<br />
<small>
The 12 bytes are broken down into three unsigned 32bit integers. The three integers represent the size of the border of the image, in pixels, on the X, Y and Z axes, respectively.<br /> These values are used to offset texture reads by the size of the border in order to obtain the actual texture data.
<br />It should be noted that only three border sizes are given, this means that the border size for X is applied to both the left and right of the image, Y to the top and bottom and Z to the front and back.
</small>
|-
| ‘P’, ‘V’, ‘R’, 3 || 5 || variable || Specifies that this block contains padding data.<br />
<small>
The size of data varies in order to align the texture data with a convenient block boundary.<br />
The contents of data are left undefined. This block should be skipped during parsing.<br />
</small>
|-
|}
 
==== Key ====
 
is an unsigned 32bit integer, which, when coupled with ‘FourCC’ determines how ‘Data’ should be handled.
 
==== Data Size ====
 
is an unsigned 32bit integer representing the size of ‘Data’ in bytes.


==== Data ====
...


is an array of user defined information of size determined from ‘Data Size’ of a data type and purpose determined from the value of ‘FourCC’ and ‘Key’.
=== Texture compression ===
 
==== Padding ====
 
8 bytes or more, if defined.
 
=== Texture Data ===


*http://web.onetel.net.uk/~simonnihal/assorted3d/fenney03texcomp.pdf PVRTC algorithm: Texture Compression using Low-Frequency Signal Modulation
*http://web.onetel.net.uk/~simonnihal/assorted3d/fenney03texcomp.pdf PVRTC algorithm: Texture Compression using Low-Frequency Signal Modulation
*http://blog.imgtec.com/powervr/understanding-powervr-series5xt-pvrtc-pvrtc2-and-texture-compression-part-6 overview
*http://blog.imgtec.com/powervr/understanding-powervr-series5xt-pvrtc-pvrtc2-and-texture-compression-part-6 overview
== Tools ==
*http://community.imgtec.com/developers/powervr/tools/ suite of utilities and docs
== Related Articles ==
*[[GXT|.gxt]] Graphic texture files
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