BasisUniversal.Native 1.0.0

dotnet add package BasisUniversal.Native --version 1.0.0
                    
NuGet\Install-Package BasisUniversal.Native -Version 1.0.0
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="BasisUniversal.Native" Version="1.0.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="BasisUniversal.Native" Version="1.0.0" />
                    
Directory.Packages.props
<PackageReference Include="BasisUniversal.Native" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add BasisUniversal.Native --version 1.0.0
                    
#r "nuget: BasisUniversal.Native, 1.0.0"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package BasisUniversal.Native@1.0.0
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=BasisUniversal.Native&version=1.0.0
                    
Install as a Cake Addin
#tool nuget:?package=BasisUniversal.Native&version=1.0.0
                    
Install as a Cake Tool

BasisUniversal.NET

BasisUniversal.NET is a .NET wrapper around Binomial's Basis Universal GPU texture codec.

The project is split into managed packages and one native asset package:

  • BasisUniversal.NET provides the high-level .NET API for common encode, inspect, and transcode workflows.
  • BasisUniversal.NET.LowLevel provides lower-level bindings whose public method names follow the upstream bu_* and bt_* C API shape in C# PascalCase, such as BuGetVersion and BtKtx2Open. It binds directly to the upstream C API symbols exported by the native basisu library.
  • BasisUniversal.Native is the aggregate native runtime package consumed by the low-level bindings. It contains all Android, iOS, Linux, and macOS native assets.

These packages are currently an early preview. Native runtime binaries are not yet fully distributed for every target platform, so users may need to build the native shim themselves and place the output in the matching NuGet runtime asset folder.

The package is intended to be used directly by tools, asset pipelines, and adapter packages such as TextureCompressor.BasisUniversal.

Current Scope

  • Encode RGBA32 pixels to .ktx2 or .basis payloads.
  • Inspect Basis-compressed KTX2 metadata.
  • Transcode KTX2 image levels to Basis Universal's supported target formats, including RGBA32, ETC, BC1-5, BC7, PVRTC, ATC, FXT1, and ASTC targets where the source Basis texture format supports them.
  • Native assets are currently packaged for Android, iOS, Linux, and macOS. Other target platforms can be added with the same package layout.

High-Level Example

using System.IO;
using BasisUniversal;

byte[] rgba32 = LoadRgba32Pixels();

byte[] ktx2 = BasisUniversalCodec.EncodeKtx2(
    rgba32,
    width: 1024,
    height: 1024,
    new BasisEncoderOptions
    {
        Format = BasisTextureFormat.UastcLdr4x4,
        QualityLevel = 50,
        EffortLevel = 2
    });

using var texture = BasisKtx2Texture.Open(ktx2);
BasisKtx2Info info = texture.Info;
BasisKtx2LevelInfo level = texture.GetLevelInfo();

TranscodedImage bc7 = texture.TranscodeImageLevel(TranscoderTextureFormat.Bc7Rgba);

byte[] rgba = new byte[BasisUniversalCodec.GetTranscodedImageSizeInBytes(
    TranscoderTextureFormat.Rgba32,
    level.OriginalWidth,
    level.OriginalHeight)];
int bytesWritten = texture.TranscodeImageLevel(rgba, TranscoderTextureFormat.Rgba32);

The high-level package also exposes format metadata helpers:

bool supported = BasisUniversalCodec.IsTranscoderFormatSupported(
    TranscoderTextureFormat.Bc7Rgba,
    info.BasisTextureFormat);

int blockBytes = BasisUniversalCodec.GetBytesPerBlockOrPixel(TranscoderTextureFormat.Bc7Rgba);
bool hdr = BasisUniversalCodec.IsBasisTextureFormatHdr(info.BasisTextureFormat);

When the caller owns the output buffer or stream, the high-level API can write there directly:

int estimatedKtx2Bytes = BasisUniversalCodec.EstimateMaxEncodedKtx2SizeInBytes(
    width,
    height);
var encodedBuffer = new byte[estimatedKtx2Bytes];
int encodedBytes = BasisUniversalCodec.EncodeKtx2(
    rgba32,
    width,
    height,
    encodedBuffer);

bool ok = BasisUniversalCodec.TryEncodeKtx2(
    rgba32,
    width,
    height,
    encodedBuffer,
    out encodedBytes,
    out var requiredKtx2Bytes);

using var encodedStream = new MemoryStream();
long streamBytes = BasisUniversalCodec.EncodeKtx2(
    rgba32,
    width,
    height,
    encodedStream);

using var decodedStream = new MemoryStream();
int decodedBytes = texture.TranscodeImageLevel(
    decodedStream,
    TranscoderTextureFormat.Rgba32);

Low-Level Example

using BasisUniversal.LowLevel;

Basisu.EnsureInitialized();

uint encoderVersion = Basisu.BuGetVersion();
uint transcoderVersion = Basisu.BtGetVersion();
uint supported = Basisu.BtBasisIsFormatSupported(
    (uint)TranscoderTextureFormat.Bc7Rgba,
    (uint)BasisTextureFormat.UastcLdr4x4);

Native Build

The native build uses CMake and pins BinomialLLC/basis_universal to v2_1_0r (e4f439fc9545b6a9e1fd26fc7ffd0c682c4b96d4).

cmake -S native -B native/build -DCMAKE_BUILD_TYPE=Release
cmake --build native/build --config Release --target basisu_native

For repeatable builds, use the native build script:

scripts/build-native.sh macos ios android linux

On Windows, use the PowerShell/MSVC build script:

scripts/build-native-windows.ps1 -Target all

Desktop and Android native binaries use the standard NuGet RID layout under runtimes/{rid}/native/, such as runtimes/osx/native/, runtimes/win-x64/native/, runtimes/linux-arm64/native/, or runtimes/android-arm64/native/. iOS follows the native framework asset layout and packages signed frameworks under runtimes/ios/native/ and runtimes/iossimulator/native/. Browser WebAssembly will need its own package shape because it is linked by the WebAssembly build toolchain rather than loaded as a normal native library.

The Linux target uses Docker manylinux2014 images to produce linux-x64 and linux-arm64 binaries. The Android target uses the local Android NDK discovered from ANDROID_NDK_HOME, ANDROID_NDK_ROOT, or ANDROID_HOME. The Windows target uses CMake with the Visual Studio 2022 generator to produce win-x64, win-x86, and win-arm64 DLLs.

Then run:

dotnet test BasisUniversal.NET.slnx
dotnet pack src/BasisUniversal.Native/BasisUniversal.Native.csproj -c Release
dotnet pack src/BasisUniversal.NET.LowLevel/BasisUniversal.NET.LowLevel.csproj -c Release
dotnet pack src/BasisUniversal.NET/BasisUniversal.NET.csproj -c Release

Licensing

This wrapper package uses the Apache-2.0 license. The native implementation is built from BinomialLLC/basis_universal, which is also Apache-2.0. See THIRD-PARTY-NOTICES.md for upstream notice details. Published NuGet packages include both LICENSE and THIRD-PARTY-NOTICES.md.

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
.NET Core netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.1 is compatible. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • .NETStandard 2.1

    • No dependencies.

NuGet packages (1)

Showing the top 1 NuGet packages that depend on BasisUniversal.Native:

Package Downloads
BasisUniversal.NET.LowLevel

Low-level .NET bindings for the Basis Universal encoder and transcoder C API.

GitHub repositories

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Version Downloads Last Updated
1.0.0 57 6/2/2026
1.0.0-preview.3 69 5/23/2026
1.0.0-preview.2 70 5/22/2026