diff --git a/README.md b/README.md index c1eb4ac4..a3ec0307 100644 --- a/README.md +++ b/README.md @@ -77,10 +77,16 @@ The x86-64 SSE2 builds will work on all x86-64 machines, but it is the slowest of the three. The other two require extended CPU instruction set support which is not universally available, but each step gains ~15% more performance. -For Arm, if binaries are available, we provide: +For Arm we provide, in order of increasing performance: +* `astcenc-sve_256` - uses 256-bit SVE +* `astcenc-sve_128` - uses 128-bit SVE * `astcenc-neon` - uses NEON +Note: The Arm Scalable Vector Extensions (SVE) allow CPUs to have a variable +vector length. The astcenc implementation is not written in a length-agnostic +style and requires the binary to match the vector length on the host CPU. + ## macOS For macOS devices we provide a single universal binary `astcenc`, which allows @@ -235,10 +241,10 @@ or general mobile graphics development or technology please submit them on the - - - -_Copyright © 2013-2024, Arm Limited and contributors. All rights reserved._ +_Copyright © 2013-2025, Arm Limited and contributors. All rights reserved._ [1]: ./Docs/FormatOverview.md -[2]: https://www.khronos.org/registry/DataFormat/specs/1.3/dataformat.1.3.html#ASTC +[2]: https://www.khronos.org/registry/DataFormat/specs/1.4/dataformat.1.4.html#ASTC [3]: https://github.com/ARM-software/astc-encoder/releases [4]: https://community.arm.com/support-forums/f/graphics-gaming-and-vr-forum/ [5]: https://developer.arm.com/documentation/102162/latest/?lang=en