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  <section id="command-line-options">
<h1>Command Line Options<a class="headerlink" href="#command-line-options" title="Permalink to this headline"></a></h1>
<p>Usage CompressonatorCLI.exe [options] SourceFile DestFile</p>
<table class="docutils align-default">
<colgroup>
<col style="width: 34%" />
<col style="width: 66%" />
</colgroup>
<thead>
<tr class="row-odd"><th class="head"><p>Mip Map Options:</p></th>
<th class="head"></th>
</tr>
</thead>
<tbody>
<tr class="row-even"><td><p>-GenGPUMipMaps</p></td>
<td><p>When encoding with GPU this flag will enable
mip map level generation using GPU HW</p></td>
</tr>
<tr class="row-odd"><td><p>-mipsize    &lt;size&gt;</p></td>
<td><p>The size in pixels used to determine
how many mip levels to generate</p></td>
</tr>
<tr class="row-even"><td><p>-miplevels  &lt;Level&gt;</p></td>
<td><p>Sets Mips Level for output,
(mipSize overides this option): default is 1</p></td>
</tr>
<tr class="row-odd"><td><p>-nomipmap</p></td>
<td><p>Turns off Mipmap generation</p></td>
</tr>
<tr class="row-even"><td><p>-UseSRGBFrames</p></td>
<td><p>When encoding with GPU,  GL_FRAMEBUFFER_SRGB
will be enabled else use GL_FRAMEBUFFER</p></td>
</tr>
<tr class="row-odd"><td><p>-FilterGamma  &lt;value&gt;</p></td>
<td><p>Set a gamma correction value that will be
applied after mipmap generation</p></td>
</tr>
</tbody>
</table>
<table class="docutils align-default">
<colgroup>
<col style="width: 28%" />
<col style="width: 72%" />
</colgroup>
<thead>
<tr class="row-odd"><th class="head"><p>Compression Options</p></th>
<th class="head"></th>
</tr>
</thead>
<tbody>
<tr class="row-even"><td><p>-fd &lt;format&gt;</p></td>
<td><p>Specifies the destination texture format to use</p></td>
</tr>
<tr class="row-odd"><td><p>-DecodeWith</p></td>
<td><p>GPU based decompression using OpenGL,DirectX or Vulkan
Default is OpenGL, UseGPUDecompress is implied when
this option is set</p></td>
</tr>
<tr class="row-even"><td><p>-decomp &lt;filename&gt;</p></td>
<td><p>If the destination  file is compressed optionally
decompress it
to the specified file. Note the destination  must
be compatible
with the sources format,decompress formats are typically
set to ARGB_8888 or ARGB_32F</p></td>
</tr>
<tr class="row-odd"><td><p>-doswizzle</p></td>
<td><p>Swizzle the source images Red and Blue channels</p></td>
</tr>
<tr class="row-even"><td><p>-EncodeWith</p></td>
<td><p>Compression with CPU, HPC, OCL, DXC, or GPU
Default is CPU.
GPU will use GL Compress Extensions
OCL &amp; DXC are only available on Windows</p></td>
</tr>
<tr class="row-odd"><td><p>-UseGPUDecompress</p></td>
<td><p>By default decompression is done using CPU,
when set OpenGL will be used by default, this can be
changed to DirectX or Vulkan using DecodeWith setting</p></td>
</tr>
<tr class="row-even"><td><p>-UseMangledFileNames</p></td>
<td><p>Turns on name mangling, meaning processed files will have
codec information appended to the end of the file name.
Useful if you want to process multiple files with the same
file name but different extensions</p></td>
</tr>
<tr class="row-odd"><td><p>-PackageBRLG</p></td>
<td><p>Packages all files in a directory and its subdirectories
into a single output BRLG file. This requires that BRLG is
also selected as the destinaiton format (either through
the “fd” option or the destination file extension)</p></td>
</tr>
<tr class="row-even"><td><p>-ff  &lt;ext&gt;,…,&lt;ext&gt;</p></td>
<td><p>File filters used for selecting a subset of files in a
directory folder for processing. The subset will contain
only files that match any of the extensions given.
Supported &lt;ext&gt; are any of the following combinations:
DDS,KTX,TGA,EXR,PNG,BMP,HDR,JPG,TIFF,PPM,BRLG</p></td>
</tr>
<tr class="row-odd"><td><p>-fx  &lt;ext&gt;</p></td>
<td><p>Specifies the file extension to use for output files.
Supported &lt;ext&gt; are any of the following values:
DDS,KTX,TGA,EXR,PNG,BMP,HDR,JPG,TIFF,PPM,BRLG</p></td>
</tr>
<tr class="row-even"><td><p>-InExposure  &lt;value&gt;</p></td>
<td><p>Set exposure tonemap property for float to non-float
compression</p></td>
</tr>
<tr class="row-odd"><td><p>-InDefog  &lt;value&gt;</p></td>
<td><p>Set defog tonemap property for float to non-float
compression</p></td>
</tr>
<tr class="row-even"><td><p>-InKneeLow  &lt;value&gt;</p></td>
<td><p>Set knee low tonemap property for float to non-float
compression</p></td>
</tr>
<tr class="row-odd"><td><p>-InKneeHigh  &lt;value&gt;</p></td>
<td><p>Set knee high tonemap property for float to non-float
compression</p></td>
</tr>
<tr class="row-even"><td><p>-Gamma  &lt;value&gt;</p></td>
<td><p>Set gamma tonemap property for float to non-float
compression</p></td>
</tr>
</tbody>
</table>
<table class="docutils align-default">
<colgroup>
<col style="width: 28%" />
<col style="width: 72%" />
</colgroup>
<thead>
<tr class="row-odd"><th class="head"><p>Channel Formats</p></th>
<th class="head"></th>
</tr>
</thead>
<tbody>
<tr class="row-even"><td><p>ARGB_8888</p></td>
<td><p>ARGB format with 8-bit fixed channels</p></td>
</tr>
<tr class="row-odd"><td><p>ARGB_16F</p></td>
<td><p>ARGB format with 16-bit floating-point channels</p></td>
</tr>
<tr class="row-even"><td><p>ARGB_32F</p></td>
<td><p>ARGB format with 32-bit floating-point channels</p></td>
</tr>
</tbody>
</table>
<table class="docutils align-default">
<colgroup>
<col style="width: 28%" />
<col style="width: 72%" />
</colgroup>
<thead>
<tr class="row-odd"><th class="head"><p>Compression Formats</p></th>
<th class="head"></th>
</tr>
</thead>
<tbody>
<tr class="row-even"><td><p>ATC_RGB</p></td>
<td><p>Compressed RGB format</p></td>
</tr>
<tr class="row-odd"><td><p>ATC_RGBA_Explicit</p></td>
<td><p>ARGB format with explicit alpha</p></td>
</tr>
<tr class="row-even"><td><p>ATC_RGBA_Interpolated</p></td>
<td><p>ARGB format with interpolated alpha</p></td>
</tr>
<tr class="row-odd"><td><p>ATI1N</p></td>
<td><p>Single component compression format using the same
technique as DXT5 alpha. Four bits per pixel</p></td>
</tr>
<tr class="row-even"><td><p>ATI2N</p></td>
<td><p>Two component compression format using the same
technique as DXT5 alpha. Designed for compression object
space normal maps. Eight bits per pixel</p></td>
</tr>
<tr class="row-odd"><td><p>ATI2N_XY</p></td>
<td><p>Two component compression format using the same technique
as DXT5 alpha. The same as ATI2N but with the channels
swizzled.Eight bits per pixel</p></td>
</tr>
<tr class="row-even"><td><p>ATI2N_DXT5</p></td>
<td><p>An ATI2N like format using DXT5. Intended for use on GPUs
that do not natively support ATI2N. Eight bits per pixel</p></td>
</tr>
<tr class="row-odd"><td><p>BC1</p></td>
<td><p>Four component opaque (or 1-bit alpha) compressed texture
format. Four bit per pixel</p></td>
</tr>
<tr class="row-even"><td><p>BC2</p></td>
<td><p>Four component compressed texture format with explicit
alpha.  Eight bits per pixel</p></td>
</tr>
<tr class="row-odd"><td><p>BC3</p></td>
<td><p>Four component compressed texture format with interpolated
alpha.  Eight bits per pixel</p></td>
</tr>
<tr class="row-even"><td><p>BC4</p></td>
<td><p>Single component (red channel)compressed texture format</p></td>
</tr>
<tr class="row-odd"><td><p>BC4_S</p></td>
<td><p>Signed Channel compression using BC4 format</p></td>
</tr>
<tr class="row-even"><td><p>BC5</p></td>
<td><p>Two component (reg and green channels) compressed format</p></td>
</tr>
<tr class="row-odd"><td><p>BC5_S</p></td>
<td><p>Signed Channel compression using BC5 format</p></td>
</tr>
<tr class="row-even"><td><p>BC6H</p></td>
<td><p>High-Dynamic Range  compression format</p></td>
</tr>
<tr class="row-odd"><td><p>BC7</p></td>
<td><p>High-quality compression of RGB and RGBA data</p></td>
</tr>
<tr class="row-even"><td><p>DXT1</p></td>
<td><p>An opaque (or 1-bit alpha) DXTC compressed texture format.
Four bits per pixel</p></td>
</tr>
<tr class="row-odd"><td><p>DXT3</p></td>
<td><p>DXTC compressed texture format with explicit alpha.
Eight bits per pixel</p></td>
</tr>
<tr class="row-even"><td><p>DXT5</p></td>
<td><p>DXTC compressed texture format with interpolated alpha.
Eight bits per pixel</p></td>
</tr>
<tr class="row-odd"><td><p>DXT5_xGBR</p></td>
<td><p>DXT5 with the red component swizzled into the alpha channel
Eight bits per pixel</p></td>
</tr>
<tr class="row-even"><td><p>DXT5_RxBG</p></td>
<td><p>Swizzled DXT5 format with the green component swizzled
into the alpha channel. Eight bits per pixel</p></td>
</tr>
<tr class="row-odd"><td><p>DXT5_RBxG</p></td>
<td><p>Swizzled DXT5 format with the green component swizzled
into the alpha channel &amp; the blue component swizzled into
the green channel. Eight bits per pixel</p></td>
</tr>
<tr class="row-even"><td><p>DXT5_xRBG</p></td>
<td><p>Swizzled DXT5 format with the green component swizzled
into the alpha channel &amp; the red component swizzled into
the green channel. Eight bits per pixel</p></td>
</tr>
<tr class="row-odd"><td><p>DXT5_RGxB</p></td>
<td><p>Swizzled DXT5 format with the blue component swizzled
into the alpha channel. Eight bits per pixel</p></td>
</tr>
<tr class="row-even"><td><p>DXT5_xGxR</p></td>
<td><p>Two-component swizzled DXT5 format with the red component
swizzled into the alpha channel &amp; the green component in
the green channel. Eight bits per pixel</p></td>
</tr>
<tr class="row-odd"><td><p>ETC_RGB</p></td>
<td><p>Ericsson Texture Compression - Compressed RGB format.</p></td>
</tr>
<tr class="row-even"><td><p>ETC2_RGB</p></td>
<td><p>Ericsson Texture Compression 2 - RGB format</p></td>
</tr>
<tr class="row-odd"><td><p>ETC2_RGBA</p></td>
<td><p>RGB with 8 bit alpha</p></td>
</tr>
<tr class="row-even"><td><p>ETC2_RGBA1</p></td>
<td><p>RGB with 1 bit alpha</p></td>
</tr>
<tr class="row-odd"><td><p>BRLG</p></td>
<td><p>Lossless compression using Brotli-G</p></td>
</tr>
</tbody>
</table>
<table class="docutils align-default">
<colgroup>
<col style="width: 33%" />
<col style="width: 67%" />
</colgroup>
<thead>
<tr class="row-odd"><th class="head"><p>Codec Options</p></th>
<th class="head"><p>Reference developer SDK documentation for range of values</p></th>
</tr>
</thead>
<tbody>
<tr class="row-even"><td><p>-AlphaRestrict &lt;value&gt;</p></td>
<td><p>This setting is a quality tuning setting for BC7
which may be necessary for some textures</p></td>
</tr>
<tr class="row-odd"><td><p>-AlphaThreshold &lt;value&gt;</p></td>
<td><p>The alpha threshold to use when compressing
to DXT1 &amp; BC1 with DXT1UseAlpha
Texels with an alpha value less than the threshold
are treated as transparent
value is in the range of 0 to 255, default is 128</p></td>
</tr>
<tr class="row-even"><td><p>-Analysis &lt;image1&gt; &lt;image2&gt;</p></td>
<td><p>Generate analysis metric like SSIM, PSNR values
between 2 images with same size. Analysis_Result.xml file
will be generated.</p></td>
</tr>
<tr class="row-odd"><td><p>-ColourRestrict &lt;value&gt;</p></td>
<td><p>This setting is a quality tuning setting for BC7
which may be necessary for convenience in some
applications</p></td>
</tr>
<tr class="row-even"><td><p>-CompressionSpeed &lt;value&gt;</p></td>
<td><p>The trade-off between compression speed &amp; quality
This setting is not used in BC6H and BC7</p></td>
</tr>
<tr class="row-odd"><td><p>-diff_image &lt;image1&gt; &lt;image2&gt;</p></td>
<td><p>Generate difference between 2 images with same size
A .bmp file will be generated. Please use compressonator
GUI to increase the contrast to view the diff pixels.</p></td>
</tr>
<tr class="row-even"><td><p>-DXT1UseAlpha &lt;value&gt;</p></td>
<td><p>Encode single-bit alpha data.
Only valid when compressing to DXT1 &amp; BC1</p></td>
</tr>
<tr class="row-odd"><td><p>-imageprops &lt;image&gt;</p></td>
<td><p>Print image properties of image files specifies.</p></td>
</tr>
<tr class="row-even"><td><p>-log</p></td>
<td><p>Logs process information to a process_results.txt file
containing file info, performance data,SSIM,PSNR and MSE.</p></td>
</tr>
<tr class="row-odd"><td><p>-logcsv</p></td>
<td><p>Logs process information to a process_results.csv file
containing file info, performance data,SSIM,PSNR and MSE.</p></td>
</tr>
<tr class="row-even"><td><p>-log &lt;filename&gt;</p></td>
<td><p>Logs process information to a user defined text file</p></td>
</tr>
<tr class="row-odd"><td><p>-logcsv &lt;filename&gt;</p></td>
<td><p>Logs process information to a user defined csv file</p></td>
</tr>
<tr class="row-even"><td><p>-ModeMask &lt;value&gt;</p></td>
<td><p>Mode to set BC7 to encode blocks using any of 8
different block modes in order to obtain the
highest quality</p></td>
</tr>
<tr class="row-odd"><td><p>-NumThreads &lt;value&gt;</p></td>
<td><p>Number of threads to initialize for BC6H and BC7
encoding (Max up to 128). Default set to 0 (Auto)</p></td>
</tr>
<tr class="row-even"><td><p>-Performance &lt;value&gt;</p></td>
<td><p>Sets performance of encoding for BC7</p></td>
</tr>
<tr class="row-odd"><td><p>-PageSize &lt;value&gt;</p></td>
<td><p>Page size, in bytes, to use for Brotli-G compression</p></td>
</tr>
<tr class="row-even"><td><p>-Quality &lt;value&gt;</p></td>
<td><p>Sets quality of encoding for BC7</p></td>
</tr>
<tr class="row-odd"><td><p>-RefineSteps &lt;value&gt;</p></td>
<td><p>Adds extra steps in encoding for BC1
to improve quality over performance.
Step values are 1 and 2.</p></td>
</tr>
<tr class="row-even"><td><p>-Signed &lt;value&gt;</p></td>
<td><p>Used for BC6H only, Default BC6H format disables
use of a sign bit in the 16-bit floating point
channels, with a value set to 1 BC6H format will
use a sign bit</p></td>
</tr>
<tr class="row-odd"><td><p>-UseChannelWeighting &lt;value&gt;</p></td>
<td><p>Use channel weightings</p></td>
</tr>
<tr class="row-even"><td><p>-WeightR &lt;value&gt;</p></td>
<td><p>The weighting of the Red or X Channel</p></td>
</tr>
<tr class="row-odd"><td><p>-WeightG &lt;value&gt;</p></td>
<td><p>The weighting of the Green or Y Channel</p></td>
</tr>
<tr class="row-even"><td><p>-WeightB &lt;value&gt;</p></td>
<td><p>The weighting of the Blue or Z Channel</p></td>
</tr>
<tr class="row-odd"><td><p>-NoPreconditionBRLG</p></td>
<td><p>Disable Brotli-G preconditioning of BCn textures</p></td>
</tr>
<tr class="row-even"><td><p>-DoSwizzleBRLG</p></td>
<td><p>Enable block swizzling during Brotli-G preconditioning.
This might further reduce the compressed output file size,
depending on the input texture</p></td>
</tr>
<tr class="row-odd"><td><p>-DoDeltaEncodeBRLG</p></td>
<td><p>Enable delta encoding of colours during Brotli-G
preconditioning.
This might further reduce the compressed output file size,
depending on the input texture</p></td>
</tr>
</tbody>
</table>
<table class="docutils align-default">
<colgroup>
<col style="width: 33%" />
<col style="width: 67%" />
</colgroup>
<thead>
<tr class="row-odd"><th class="head"><p>Output Options</p></th>
<th class="head"></th>
</tr>
</thead>
<tbody>
<tr class="row-even"><td><p>-noprogress</p></td>
<td><p>Disables showing of compression progress messages</p></td>
</tr>
<tr class="row-odd"><td><p>-performance</p></td>
<td><p>Shows various performance stats</p></td>
</tr>
<tr class="row-even"><td><p>-silent</p></td>
<td><p>Disable print messages</p></td>
</tr>
</tbody>
</table>
<section id="example-compression">
<h2>Example Compression<a class="headerlink" href="#example-compression" title="Permalink to this headline"></a></h2>
<p><cite>CompressonatorCLI.exe -fd BC7  -EncodeWith HPC image.bmp result.dds</cite> <br />
<cite>CompressonatorCLI.exe -fd BC7  image.bmp result.dds</cite> <br />
<cite>CompressonatorCLI.exe -fd BC7  -NumTheads 16 image.bmp result.dds</cite> <br />
<cite>CompressonatorCLI.exe -fd BC6H image.exr result.dds</cite> <br /></p>
</section>
<section id="example-compression-using-gpu">
<h2>Example Compression using GPU<a class="headerlink" href="#example-compression-using-gpu" title="Permalink to this headline"></a></h2>
<p><cite>CompressonatorCLI.exe  -fd BC1 -EncodeWith GPU image.bmp result.dds</cite> <br />
<cite>CompressonatorCLI.exe  -fd BC1 -EncodeWith OCL image.bmp result.dds</cite> <br />
<cite>CompressonatorCLI.exe  -fd BC1 -EncodeWith DXC image.bmp result.dds</cite> <br /></p>
</section>
<section id="example-decompression-from-compressed-image-using-cpu">
<h2>Example Decompression from compressed image using CPU<a class="headerlink" href="#example-decompression-from-compressed-image-using-cpu" title="Permalink to this headline"></a></h2>
<p><cite>CompressonatorCLI.exe  result.dds image.bmp</cite></p>
</section>
<section id="compression-followed-by-decompression">
<h2>Compression Followed by Decompression<a class="headerlink" href="#compression-followed-by-decompression" title="Permalink to this headline"></a></h2>
<p>(Useful for qualitative analysis)</p>
<p><cite>CompressonatorCLI.exe -fd BC7  image.bmp result.bmp</cite></p>
</section>
<section id="gpu-based-decompression">
<h2>GPU Based Decompression<a class="headerlink" href="#gpu-based-decompression" title="Permalink to this headline"></a></h2>
<p><cite>compressonatorCLI.exe  -DecodeWith OpenGL result.dds image.bmp</cite></p>
</section>
<section id="mesh-optimization">
<h2>Mesh Optimization<a class="headerlink" href="#mesh-optimization" title="Permalink to this headline"></a></h2>
<p>(Only supports glTF and obj files)</p>
<p>The following uses default settings that optimizes vertices with cache size = 16, overdraw with ACMR Threshold = 1.05 and vertices fetch. <br /></p>
<p><cite>compressonatorcli.exe -meshopt source.gltf dest.gltf</cite></p>
<p><cite>compressonatorcli.exe -meshopt source.obj dest.obj</cite></p>
<p>Specifies settings:</p>
<p><cite>compressonatorcli.exe -meshopt -optVCacheSize  32 -optOverdrawACMRThres  1.03 -optVFetch 0 source.gltf dest.gltf</cite></p>
<p>CLI mesh optimization has the following settings:</p>
<table class="docutils align-default">
<colgroup>
<col style="width: 26%" />
<col style="width: 74%" />
</colgroup>
<tbody>
<tr class="row-odd"><td><p>-optVCacheSize &lt;value&gt;</p></td>
<td><p>optimize vertices with hardware cache size in the value specified
Default is enabled with cache size = 16</p></td>
</tr>
<tr class="row-even"><td><p>-optVCacheFIFOSize &lt;value&gt;</p></td>
<td><p>optimize vertices with hardware FIFO cache size in the value specified
Default is disabled</p></td>
</tr>
<tr class="row-odd"><td><p>-optOverdrawACMRThres &lt;value&gt;</p></td>
<td><p>optimize overdraw with ACMR (average cache miss ratio) threshold value
specified (value range 1-3) default is enabled with ACMR
value = 1.05 (i.e. 5% worse)</p></td>
</tr>
<tr class="row-even"><td><p>-optVFetch &lt;boolean value&gt;</p></td>
<td><p>optimize vertices fetch . boolean value 0 - disabled, 1-enabled. -default is enabled.</p></td>
</tr>
<tr class="row-odd"><td><p>-simplifyMeshLOD &lt;value&gt;</p></td>
<td><p>simplify mesh using LOD (Level of Details) value specified.
(value range 1- no limit as it allows users to simplify the mesh until the level
they desired. Higher level means less triangles drawn, less details.)</p></td>
</tr>
</tbody>
</table>
</section>
<section id="test-analysis-logging-features-and-file-filters">
<h2>Test Analysis Logging Features and File Filters<a class="headerlink" href="#test-analysis-logging-features-and-file-filters" title="Permalink to this headline"></a></h2>
<p>(Windows OS only)</p>
<p>CLI will generate an output “process_results.txt” when -log is added to the compression command line options, users can change the default log file using the command -logfile, the log captures details of the source and destination files along with statistical data on performance and quality.</p>
<p>Example:</p>
<p><img alt="image127" src="../_images/image127.png" /></p>
<p>Generates a “process_results.txt”  file with content:</p>
<p><img alt="image128" src="../_images/image128.png" /></p>
<p>Multiple processes will append results to this file with a dash line separator. The option is valid only for compressing images and not for 3D models or image transcoding.</p>
<p>In addition to the -log and -logfile two  command-line options are avilable to output analysis data into comma-separated file format. use -logcsv or -logcsvfile to generate a .csv file suitable to use in any application that supports viewing these files in a table as shown in this sample:</p>
<p><img alt="image432" src="../_images/image2020-3-17_13-39-6.png" /></p>
<p>The CLI also support processing image files from a folder, without the need to specify a file name. Using a file filter, specific files types can also be selected for compression as needed.</p>
<p>Examples:</p>
<p><img alt="image129" src="../_images/image129.png" /></p>
<p>Processes all image file with BC7 Compression into results folder</p>
<p><img alt="image130" src="../_images/image130.png" /></p>
<p>Processes only images with extension bmp, png and exr.  Notice that BC7 compression is been applied to HDR images, this is an automatic Adaptive Channel Format feature (ACF) that transcodes the image half float channels to byte prior to processing.</p>
</section>
<section id="csv-file-update-to-support-automation">
<h2>CSV File Update to Support Automation<a class="headerlink" href="#csv-file-update-to-support-automation" title="Permalink to this headline"></a></h2>
<p>An error code field is added to log the state of a processed image when using the command-line application option “-logcsv”.</p>
<p><img alt="image433" src="../_images/csvfilesupport.png" /></p>
<p>The error code will be 0 for processed images, else a value is set to indicate any errors encountered while the image was processed.</p>
<p>For a list of the most recent codes look for AnalysisErrorCodeType in the sdk file cmp_compressonatorlib/common.h</p>
</section>
</section>


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