![Pikture Icon](Pikture.svg) # PIKTURE (PIK) **Fast. Small. Easy.** PIKTURE is a high-performance, lossless image format designed for systems where decoding speed and binary simplicity are critical. It is built on the **FSE** philosophy: **F**ast execution, **S**mall file size, and **E**asy integration. ## 🚀 Why PIKTURE? Standard formats like PNG are often bottlenecked by heavy decompression algorithms (DEFLATE/ZIP). PIKTURE replaces complex bit-shuffling with a hardware-friendly **INDEX + Delta** encoding. This allows the CPU to stream pixels directly to memory with minimal overhead, acting closer to a memory copy operation than a math-heavy decompression. ### ✨ Key Features - **Lossless:** 100% bit-perfect reproduction of RGBA data. - **Ultra-Fast:** Near-memcpy decoding speeds utilizing cache-friendly algorithms. - **Hardware Acceleration:** Optional SIMD (AVX/NEON) and OpenMP multithreading support. - **Small Footprint:** Two-file C library (`.c` / `.h`) with zero external dependencies. - **Endian-Aware:** Cross-architecture compatibility (Little-Endian / Big-Endian). - **Smart Alpha:** Automatically optimizes storage when transparency is not used. --- ## 📊 Performance Comparison Benchmark results for loading a 5K professional image (Sample dimensions: 5120x2880): | Format | Load Time | Dimensions | | :--- | :--- | :--- | | **PIK** | **0.111735 sec** | 5120x2880 | | PNG | 0.193990 sec | 5120x2880 | *PIKTURE decodes nearly 2x faster than standard PNG implementations on the same hardware without SIMD or OpenMP.* --- ## 🛠️ Implementation & Usage The core library consists of only two files: * `pikture.h` - Contains the data structures (`pikture_t`) and public API declarations. * `pikture.c` - Contains the core encoding/decoding logic, hashing, and byte-stream processing. ### Basic API Example Integrating PIKTURE into your C/C++ project is trivial: ```c #include "pikture.h" #include int main() { // Load an image pikture_t* img = pikture_load("image.pik"); if (!img) { printf("Failed to load image!\n"); return 1; } printf("Loaded %dx%d image.\n", img->width, img->height); // Save an image pikture_save("output.pik", img); // Free memory pikture_free(img); return 0; } ``` --- ## ⚙️ Building & Compilation The project is designed to be highly portable. You can compile it using standard GCC/Clang or cross-compile it using the **Zig** toolchain. ### Build Scripts ```bash # Run the build script to generate static and shared libraries ./build.sh # UNIX (macOS / Linux) ./build.bat # WINDOWS ``` ### Advanced Compilation Flags You can enable hardware-specific optimizations by passing the following preprocessor directives during compilation: * `-DPIKT_USE_SIMD` : Enables vectorized instructions (AVX/SSE for x86_64, NEON for ARM64) to process multiple pixels per clock cycle. * `-DPIKT_USE_THREADS` : Enables OpenMP multithreading. Divides the decoding/encoding workload across multiple CPU cores (perfect for large 4K/8K images). **Example compilation with optimizations (GCC):** ```bash gcc -O3 -DPIKT_USE_SIMD -DPIKT_USE_THREADS -fopenmp main.c pikture.c -o myapp ``` --- ## 🔬 Technical Specification PIKTURE is a binary format. All multi-byte integers in the header are stored in **Big-Endian** format. ### 1. File Header (11 Bytes) | Offset | Size | Type | Description | | --- | --- | --- | --- | | `0x00` | 4 bytes | `char[4]` | Magic bytes: `"PIK!"` | | `0x04` | 1 byte | `uint8_t` | Version number (Currently `101`) | | `0x05` | 2 bytes | `uint16_t` | Image Width | | `0x07` | 2 bytes | `uint16_t` | Image Height | | `0x09` | 1 byte | `uint8_t` | Bit Depth (Currently `32` for RGBA) | | `0x0A` | 1 byte | `uint8_t` | Endianness flag (`0` = Little, `1` = Big) | ### 2. Byte-Stream Protocol Immediately following the header is the compressed pixel data payload. PIKTURE uses a custom command-byte protocol combined with a 64-color Least Recently Used (LRU) cache: * `0x00 - 0x3F` (**INDEX**): Fetch the exact pixel from the 64-color LRU cache. * `0x40 - 0x7F` (**DIFF**): Apply small RGB deltas (differences from the previous pixel). * `0x80 - 0xBF` (**LUMA**): Apply green-relative color deltas (highly efficient for gradients). * `0xC0 - 0xFD` (**RUN**): Repeat the exact same previous pixel `N` times (Run-Length Encoding). * `0xFE` (**RGB**): Full 24-bit color change (Alpha remains unchanged). Followed by 3 bytes (R, G, B). * `0xFF` (**RGBA**): Full 32-bit color change. Followed by 4 bytes (R, G, B, A). --- ## 📜 License This project is licensed under the **MIT License**. Free to use, modify, and distribute for personal and commercial purposes.