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@alexislours/ltd-textures

v1.0.1

Published

Tegra/Switch block-linear (de)swizzle, BC1/BC3 transcode, sRGB/linear conversion, and image resize, in WebAssembly.

Readme

@alexislours/ltd-textures

Tegra/Switch GPU texture toolkit in WebAssembly: block-linear (de)swizzle, BC1/BC3 transcode, sRGB/linear conversion, and image resize. No bundler assumptions, no Vite magic; you bring the wasm bytes and (optionally) a worker factory.

Install

npm install @alexislours/ltd-textures

Usage

Portable core. Supply the wasm bytes however your environment loads them:

import { createUgcWasm } from '@alexislours/ltd-textures';

const wasm = await createUgcWasm({
  wasm: fetch(import.meta.resolve('@alexislours/ltd-textures/ugc.wasm')),
});
const rgba = wasm.bc3Decode(blocks, width, height);

Multi-threaded BC encoding is opt-in via a worker factory. Without one, the threaded methods transparently fall back to single-threaded encoding:

import UgcWorker from '@alexislours/ltd-textures/worker?worker'; // Vite example

const wasm = await createUgcWasm({
  wasm: fetch(wasmUrl),
  createWorker: () => new UgcWorker(),
});
await wasm.bc1EncodeThreaded(linRgba, srgbRgba, w, h, mode, threads);

In a Vite/webpack browser app, the ./browser entry resolves the bundled wasm for you:

import { loadUgcWasm } from '@alexislours/ltd-textures/browser';
import UgcWorker from '@alexislours/ltd-textures/worker?worker'; // Vite example

const wasm = await loadUgcWasm({ createWorker: () => new UgcWorker() });

Entry points

  • . the portable createUgcWasm API plus Bc1Mode/FitMode/Matte.
  • ./browser convenience loader that fetches the shipped wasm via import.meta.url.
  • ./worker the BC-encode worker entry (instantiate as a module worker).
  • ./ugc.wasm the prebuilt binary asset.

License

AGPL-3.0-or-later