bc_crunch is a tiny, dependency-free C99 library for lossless compression of GPU-compressed texture blocks BC1, BC4, BC3, and BC5.
- ~800 LOC total (single-file encoder/decoder, no build system tricks)
- No malloc, no external libs
- Deterministic, bit-exact reconstruction, fully tested with bytes-for-bytes comparison
- Focused on production textures: albedo, masks, normals, heightmaps, etc.
- GPU-ready output: decompressed blocks are written in standard BC1/BC4/BC3/BC5 format, ready to be uploaded directly to GPU memory (or directly written in shared memory)
- No extra memory for decompression: only the encoder needs a temporary buffer; decoding writes straight to the output buffer.
This is not another general-purpose compressor. bc_crunch is specialized for already-compressed GPU formats — it exploits the internal structure of BC1/BC4 blocks, spatial patterns, endpoint deltas, bitfield indices to achieve significant size reductions with very low CPU cost.
Compression ratio naturally depends on the input content. Repetitive patterns, smooth gradients, and large uniform regions compress very well, while randomness or high-frequency noise significantly reduces efficiency (e.g., dirt textures are typically very noisy).
Average compression ratio : 1.493586
| Category | # Samples | Original BC1 Size (bytes) | Avg Crunched Size (bytes) | Avg Compression Ratio |
|---|---|---|---|---|
| Kodak photos | 24 | 196,608 | 136,254 | 1.44 |
| Dirt | 20 | 131,072 | 105,386 | 1.24 |
| Wood | 20 | 131,072 | 79,306 | 1.65 |
| Elements | 20 | 131,072 | 90,412 | 1.45 |
| Brick | 20 | 131,072 | 88,212 | 1.49 |
| Metal | 20 | 131,072 | 87,132 | 1.51 |
| Plaster | 20 | 131,072 | 99,118 | 1.33 |
| Stone | 20 | 131,072 | 97,014 | 1.35 |
| Tile | 20 | 131,072 | 101,087 | 1.30 |
| Blaz Tree | 7 | 32,768–32,768 | 16,900 | 1.84 |
| SW Tree | 7 | 20,480–32,768 | 14,227 | 2.08 |
| pkf Concrete | 4 | 32,768 | 24,583 | 1.33 |
| pk02 Floor | 20 | 32,768–524,288 | 100,604 | 1.83 |
| pk02 Trim | 5 | 4,096–131,072 | 11,777 | 1.89 |
| Rock | 4 | 524,288 | 412,365 | 1.27 |
| Brick Large | 2 | 524,288 | 408,746 | 1.28 |
| Average | - | - | - | 1.493586 |
Average compression ratio : 1.232521
| Category | Samples | Uncompressed (bytes) | Avg Compressed (bytes) | Avg Compression Ratio |
|---|---|---|---|---|
| AO | 4 | 524,288 | 472,347 | 1.110685 |
| Displacement | 4 | 524,288 | 390,158 | 1.354357 |
| Average | - | - | - | 1.232521 |
Average compression ratio : 1.150844
| Texture | Width | Height | BC5 Size (bytes) | Crunched Size (bytes) | Compression Ratio |
|---|---|---|---|---|---|
| grey_roof_tiles_02_nor_dx_1k.png | 1024 | 1024 | 1,048,576 | 856,423 | 1.224 |
| patterned_cobblestone_nor_dx_1k.png | 1024 | 1024 | 1,048,576 | 945,970 | 1.108 |
| red_brick_nor_dx_1k.png | 1024 | 1024 | 1,048,576 | 910,903 | 1.151 |
| rough_wood_nor_dx_1k.png | 1024 | 1024 | 1,048,576 | 936,729 | 1.119 |
| Average | - | - | - | - | 1.151 |
Using a precomputed decoder table, decrunching is now significantly faster—up to ~1.5× speedup. Some parts of the cruncher have been optimized using NEON instructions (I don't have a x64 available to do the AVX/SSE port).
Current performance on an M1 Pro MacBook Pro:
Crunch 100× 1024×1024 texture: 2.23 s → 22.38 MB/s
Decrunch 100× 1024×1024 texture: 1.44 s → 34.56 MB/s
- Zigzag block traversal
- Endpoint deltas using left/up predictors
- Top-table of the 256 most frequent index bitfields (prepass histogram)
- Nearest-match selection via popcount distance
- Delta-encoded index patches (no raw fallback)
- Zigzag block traversal
- Cyclic wrapped endpoint deltas (mod 256) using left/up predictors
- 256-entry sliding dictionary
- Move-to-front heuristic when hit
- Nearest-match selection via popcount distance
- Block zigzag traversal with xor-delta encoding for index fallback
- BC3 is just (BC1 + BC4) — no extra logic
- BC5 is a dual independent BC4 channels
- open a terminal in the folder
- mkdir build
- cd build
- cmake -DCMAKE_BUILD_TYPE=Release ..
- cmake --build .
- ./test
- ./benchmark
More tests will be added soon.
Right now you need to call bc_crunch separately for each mip level. I may add a helper later, but I want to keep the encoder simple and stateless, without any mip-level awareness or cross-mip data.
Short answer: no. This library was intended as a lightweight testbed for a few ideas, not a state-of-the-art compressor. That said, if you want to experiment with improvements, here are some directions:
- Replace the adaptive range encoder with a static one. This requires gathering statistics in a first pass or defining a generic static model.
- Switch to a cheaper entropy coder (FSE, rANS, Huffman).
- Decompress multiple stream in parallel (multiple texture ou mipmaps).
- For better compression ratio, collecting more data in a first pass could allow a stronger model. Also, BC4 currently has no histogram / first-pass analysis, so there is clear room for improvement there.