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//!
//! # JKL - blazingly fast compression and image processing toolkit
//!
//! JKL is a batteries-included Rust crate for compressing, encoding and
//! packing data that needs to travel fast and decompress even faster - on the
//! CPU *or* directly on the GPU. If you ship textures, sprite atlases, tile
//! maps, or any bulk binary payload that must be ready the instant it hits
//! VRAM, JKL was built for you.
//!
//! # Feature highlights
//!
//! * **GPU-oriented block texture codecs** - encode and decode BC1 through BC5
//! blocks with cluster-fit quality ([`bc1`](image::block::bc1), [`bc2`](image::block::bc2), [`bc3`](image::block::bc3), [`bc4`](image::block::bc4), [`bc5`](image::block::bc5), powered by [`cluster_fit`]).
//! * **Layered entropy coding** - stack [`lz77`] or [`rle`] with [`ans`] for
//! near-optimal compression ratios while keeping decompression blazingly fast
//! - simple enough for a GPU compute shader.
//! * **Bit-perfect I/O** - the [`bits`] module reads and writes individual bits
//! so every encoder can squeeze out every last fraction of a byte.
//! * **Jackal Image format** - the [`jackal::image`] module ties everything together
//! into a tiled, mip-mapped, GPU-ready image container.
//! * **Packing and spatial indexing** - [`max_rects`] bin-packs rectangles for
//! atlas generation; [`z_curve`] provides Morton-order iteration for
//! cache-friendly traversal.
//!
//! # Quick orientation - "how do I …?"
//!
//! | I want to … | Start here |
//! |-------------------------------------------|-----------------------------------------------------------------------------------------|
//! | Compress a texture to BC1–BC5 | [`bc1::Block::encode`](image::block::bc1::Block::encode), [`bc2::Block::encode`](image::block::bc2::Block::encode), [`bc3::Block::encode`](image::block::bc3::Block::encode), [`bc4::Block::encode`](image::block::bc4::Block::encode), [`bc5::Block::encode`](image::block::bc5::Block::encode) |
//! | Decompress a BC block | [`bc1::Block::decode`](image::block::bc1::Block::decode), [`bc2::Block::decode`](image::block::bc2::Block::decode), [`bc3::Block::decode`](image::block::bc3::Block::decode), [`bc4::Block::decode`](image::block::bc4::Block::decode), [`bc5::Block::decode`](image::block::bc5::Block::decode) |
//! | Write / read a complete Jackal Image file | [`jackal::image::write_image`], [`jackal::image::JackalReader`] |
//! | Entropy-code a symbol stream | Build an [`ans::Context`], then use [`ans::Encoder`] / [`ans::Decoder`] |
//! | Run-length encode an iterator | [`rle::rle`], [`rle::rle_power_of_two`], or [`rle::rle_with_cfg`] |
//! | LZ77-compress a value stream | [`lz77::Encoder`] → [`lz77::Token`] stream → [`lz77::Decoder`] |
//! | LZ78-compress a value stream | [`lz78::Encoder`] → [`lz78::Token`] stream → [`lz78::Decoder`] |
//! | Encode small unsigned ints compactly | [`vle::encode`] / [`vle::decode`] (Elias delta), or wrap with [`vle::Vle`] |
//! | Map signed ints for better compression | [`zigzaq::ZigZag::zigzag`] before VLE encoding |
//! | Read / write individual bits | [`bits::WriteBits`], [`bits::ReadBits`], or the [`bits::write_bits_scope`] helper |
//! | Bin-pack rectangles into an atlas | [`max_rects::MaximalRectangles::new`] then [`insert`](max_rects::MaximalRectangles::insert) in a loop |
//! | Work with 2D pixel buffers | [`image::Image2DRef`] / [`image::Image2DMut`] |
//! | Use vector math or pixel types | [`math::Vec3`], [`math::Rgb565`], [`math::Rgba32F`], etc. |
//!
//! # Module overview
//!
//! ## Compression
//!
//! | Module | Purpose |
//! |-----------------|------------------------------------------------------------------------|
//! | [`ans`] | Asymmetric Numeral Systems (ANS) entropy coder |
//! | [`rle`] | Run-length encoding with configurable max length and power-of-two mode |
//! | [`vle`] | Variable-length Elias delta coding for unsigned integers |
//! | [`lz77`] | LZ77 sliding-window compressor / decompressor |
//! | [`lz78`] | LZ78 dictionary compressor (GPU-friendly variant) |
//! | [`zigzaq`] | Zigzag signed ↔ unsigned mapping for better VLE compression |
//!
//! ## Block-texture codecs
//!
//! | Module | Format | Block size | Channels |
//! |-----------------|----------------------------|------------|-----------------|
//! | [`bc1`] | BC1 / DXT1 | 8 bytes | RGB + 1-bit A |
//! | [`bc2`] | BC2 / DXT3 | 16 bytes | RGBA (4-bit A) |
//! | [`bc3`] | BC3 / DXT5 | 16 bytes | RGBA (interp A) |
//! | [`bc4`] | BC4 / RGTC1 | 8 bytes | R |
//! | [`bc5`] | BC5 / RGTC2 | 16 bytes | RG |
//! | [`cluster_fit`] | Shared quantizer for above | - | - |
//!
//! ## Image and math
//!
//! | Module | Purpose |
//! |-------------|-------------------------------------------------------------------------|
//! | [`image`] | Non-owning 2D / 3D image views (`Image2DRef`, `Image2DMut`, …) |
//! | [`math`] | Vectors (`Vec2`–`Vec4`), pixel types, `Rect`, PCA, bit-interleaving |
//!
//! ## I/O and serialization
//!
//! | Module | Purpose |
//! |-------------|-------------------------------------------------------------------------|
//! | [`bits`] | Bit-level buffered reader / writer over byte streams |
//! | [`encode`] | `FixedCode` and `VarCode` serialization traits |
//!
//! ## Packing and spatial
//!
//! | Module | Purpose |
//! |---------------|-----------------------------------------------------------------------|
//! | [`max_rects`] | 2D bin packing (maximal-rectangles algorithm) for atlas generation |
//! | [`z_curve`] | Z-order / Morton curve coordinate iteration |
//!
//! ## File formats
//!
//! | Module | Purpose |
//! |--------------------|-------------------------------------------------------------|
//! | [`jackal::image`] | Tiled, GPU-decompressible image container format |
}
}
}
}
};
}