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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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== 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 (specification version 3.0.0) consists of:
The PVR (.pvr) format (PowerVR SDK REL_3.5) (Sony uses a custom header) consists of:


{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
|-
|-
| style="background-color:#505652; color:#FFFFFF;" |'''Header'''<br />52 bytes (0x34)
| style="background-color:#505652; color:#FFFFFF;" |'''Header'''<br />52 bytes
| style="background-color:#505652; color:#FFFFFF;" |'''Meta Data (optional)'''<br />variable
| style="background-color:#505652; color:#FFFFFF;" |'''Meta Data (optional)'''<br />variable
| style="background-color:#505652; color:#FFFFFF;" |'''Texture Data'''<br />variable
| style="background-color:#505652; color:#FFFFFF;" |'''Texture Data'''<br />variable
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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:''' width of the texture stored in the texture data, in pixels.  
|-
|-
| 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:''' width of the texture stored in the texture data, in pixels.  
|-
|-
| 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:'''depth of the texture stored in the texture data, in pixels.
|-
| 0x24 || 0x04 || 01 00 00 00 || 1 || '''Num. Surfaces:''' number of surfaces within the texture array.
|-
|-
| 0x28 || 0x04 || 01 00 00 00 || 1 || '''Num. Faces:''' number of faces in a cube map.  
| 0x24 || 0x04 || 01 00 00 00 || 1 || '''Num. Surfaces:'''number of surfaces within the texture array.
|-
|-
| 0x2C || 0x04 || 01 00 00 00 || 1 || '''MIP-Map Count:''' number of MIP-Map levels present including the top level.
| 0x28 || 0x04 || 01 00 00 00 || 1 || '''Num. Faces:'''number of faces in a cube map.  
<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.  
| 0x2C || 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 ====
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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 />
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 />
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 ====
==== Pre-defined Medata Data ====
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|-
|-
| ‘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>   
| ‘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  
1. X Position  
*2. Y Position  
2. Y Position  
*3. Width  
3. Width  
*4. Height
4. Height
|-
|-
| ‘P’, ‘V’, ‘R’, 3 || 1 || 8 || Specifies that the file contains normal map information.<br />  
| ‘P’, ‘V’, ‘R’, 3 || 1 || 8 || Specifies that the file contains normal map information.<br />  
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is an unsigned 32bit integer representing the size of ‘Data’ in bytes.
is an unsigned 32bit integer representing the size of ‘Data’ in bytes.


==== Data ====
==== Data Size ====


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’.
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’.
==== Padding ====
8 bytes or more, if defined.


=== Texture Data ===
=== Texture Data ===
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*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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