I have been recently doing some DX11 research, and it seems that the exact specs of the BC6H and BC7 texture formats are not included in the August SDK (the first official SDK containing DX11 support).
The only information about BC6H/BC7 I managed to find was this one:
http://www.nvidia.com/content/nvisi...oper_Track/NVISION08-Direct3D_11_Overview.pdf
It lacks a lot of information I need to create my own BC6H and BC7 compressors. Does anyone know where I could find exact specs for these formats, with all the storage bits specified?
Update: According to quick look at the DirectCompute example HLSL code that compresses BC7 there seems to be 8 different modes to compress a block, and 64 different color partitioning styles. It's still a mystery for me how the alpha channel is handled, and how the second palette is stored...
The only information about BC6H/BC7 I managed to find was this one:
http://www.nvidia.com/content/nvisi...oper_Track/NVISION08-Direct3D_11_Overview.pdf
It lacks a lot of information I need to create my own BC6H and BC7 compressors. Does anyone know where I could find exact specs for these formats, with all the storage bits specified?
Update: According to quick look at the DirectCompute example HLSL code that compresses BC7 there seems to be 8 different modes to compress a block, and 64 different color partitioning styles. It's still a mystery for me how the alpha channel is handled, and how the second palette is stored...
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