In the previous article, we discussed the RLE
image compression algorithm used in PS2
. This time, let’s delve into its texture mapping encoding algorithm—A1B5G5R5
.
Introduction
For textures, common image encoding formats like jpg
or png
are not suitable. This is because images are read and rendered by the GPU. You wouldn’t want to send a jpg
image over and have the GPU decode the entire image just to read one pixel, right? Therefore, the most ideal image format is an uncompressed bitmap format, allowing direct access to RGB
data based on pixel coordinates. The A1B5G5R5
format we’re introducing today is one such encoding format.
Analysis
The above two texture images are extracted from PS2
archives, stored in bitmap format with a pixel count of 128x128
.
In a standard 32-bit
bitmap, each pixel occupies 4 bytes
of data, storing data for the RGBA
channels. Therefore, the size of the two texture images above is 128x128x4
bytes. The data structure for each pixel in 32-bit RGBA
format is as follows:
For the A1B5G5R5
encoding, each pixel occupies 2 bytes
of data, with the alpha channel
using 1 bit
, and the other three colors each using 5 bits
. The data structure for each pixel is as follows:
Decoding A1B5G5R5
into 32-bit RGBA
can be achieved using the method depicted in the following image:
The pseudo-code is as follows:
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It’s evident that encoding a 32-bit
RGBA
image into a 16-bit
A1B5G5R5
format results in the loss of the last 3 bits of data for each color, making it a lossy encoding format. However, the benefit is a compression ratio of 2:1, effectively halving the size of the image. When combined with the RLE
encoding discussed in the previous article, further reduction in image size can be achieved.
Conclusion
Finally, here are the rendered effects of the two texture images mentioned above. Do any of you remember these two games?