Содержание
- Header
- Namespace
- Initialization
- Functions
- DDS I/O Functions
- HDR I/O Functions
- TGA I/O Functions
- WIC I/O Functions
- Texture Functions
- Direct3D 11 / DirectX 12 Helper Functions
- Utility Functions
- Structures
- Adding to a VS solution
- Using project-to-project references
- Using NuGet package manager
- Using the vcpkg C++ library manager
- CMake
- Extensions
- Dependencies
- Release Notes
- Additional Information
The DirectXTex library includes a full-featured DDS
reader and writer including legacy format conversions, a TGA
reader and writer, a HDR
reader and writer, a WIC-based bitmap reader and writer (BMP
, JPEG
, PNG
, TIFF
, and HD Photo), and various texture processing functions.
This library is intended primarily for tool usage. For a library that is more optimized for runtime use, see DirectX Tool Kit for DX11 / DX12.
Support for
EXR
requires the OpenEXR library and additional code. See Adding OpenEXR for more details.
Header
The majority of the header files here are intended for internal implementation of the library only (BC.h, DDS.h, DirectXTexP.h, and scoped.h). Only DirectXTex.h (and DirectXTex.inl) is meant as a 'public' header for the library.
#include "DirectXTex.h"
By default, the library supports Direct3D 11. If you want to support Direct3D 12, then you need to
#include <d3d12.h>
before you do#include "DirectXTex.h"
.
Namespace
All the functions in the library are in the DirectX C++ namespace.
Initialization
The library assumes that the client code will have already called CoInitialize
, CoInitializeEx
, or Windows::Foundation::Initialize
as needed by the application before calling any DirectXTex routines. Most DirectXTex functions use the Windows Imaging Component which requires COM.
For a Universal Windows Platform (UWP) app using /ZW
, the Windows Runtime and COM is initialized by the C/C++ Run-Time. For C++/WinRT applications, this is done by calling winrt::init_apartment();
.
For a classic Windows desktop application you have to do this explicitly:
HRESULT hr = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
if (FAILED(hr))
// error
If you need Windows Runtime functionality in your application on Windows 10 or Windows 11, use:
#if (_WIN32_WINNT >= 0x0A00 /*_WIN32_WINNT_WIN10*/)
Microsoft::WRL::Wrappers::RoInitializeWrapper initialize(RO_INIT_MULTITHREADED);
if (FAILED(initialize))
// error
#else
HRESULT hr = CoInitializeEx(nullptr, COINITBASE_MULTITHREADED);
if (FAILED(hr))
// error
#endif
If you get an
E_NOINTERFACE
HRESULT back from a DirectXTex function, then you likely didn't initialize COM on the calling thread.
Functions
DDS I/O Functions
These functions perform file I/O for DirectDraw Surface (.DDS
) files. These functions support many legacy Direct3D 9 .DDS
files and all Direct3D 10.x/11.x era DX10
extension .DDS
files.
- GetMetadataFromDDSMemory - Extracts the metadata from a
DDS
file in memory - GetMetadataFromDDSFile - Extracts the metadata from a
DDS
file on disk - LoadFromDDSMemory - Loads image data from a
DDS
file in memory - LoadFromDDSFile - Loads image data from a
DDS
file on disk - SaveToDDSMemory - Creates a
DDS
file in memory - SaveToDDSFile - Creates a
DDS
file on disk - EncodeDDSHeader - Helper for creating your own DDS files
HDR I/O Functions
The Radiance RGBE (.HDR
) format is commonly used as a texture source file format in game development for high-dynamic range images, but this format is not supported by any built-in WIC codec. These functions implement a simple reader and writer for this format.
- GetMetadataFromHDRMemory - Extracts the metadata from a
HDR
file in memory - GetMetadataFromHDRFile - Extracts the metadata from a
HDR
file on disk - LoadFromHDRMemory - Loads image data from a
HDR
file in memory - LoadFromHDRFile - Loads image data from a
HDR
file on disk - SaveToHDRMemory - Creates a
HDR
file in memory - SaveToHDRFile - Creates a
HDR
file on disk
TGA I/O Functions
The Targa Truevision (.TGA
) format is commonly used as a texture source file format in game development, but this format is not supported by any built-in WIC codec. These functions implement a simple reader and writer for this format.
- GetMetadataFromTGAMemory - Extracts the metadata from a
TGA
file in memory - GetMetadataFromTGAFile - Extracts the metadata from a
TGA
file on disk - LoadFromTGAMemory - Loads image data from a
TGA
file in memory - LoadFromTGAFile - Loads image data from a
TGA
file on disk - SaveToTGAMemory - Creates a
TGA
file in memory - SaveToTGAFile - Creates a
TGA
file on disk
WIC I/O Functions
These functions use the Windows Imaging Component (WIC) to read or write an image file. There are built-in WIC codecs in Windows for .BMP
, .PNG
, .GIF
, .TIFF
, .JPEG
, and JPEG-XR / HD Photo images. Some containers (.GIF
and .TIFF
) can contain multi-frame bitmaps files.
- GetMetadataFromWICMemory - Extracts the metadata from a WIC-supported file in memory
- GetMetadataFromWICFile - Extracts the metadata from a WIC-supported file on disk
- LoadFromWICMemory - Loads image data from a WIC-supported file in memory
- LoadFromWICFile - Loads image data from a WIC-supported file on disk
- SaveToWICMemory - Creates a WIC-supported file in memory
- SaveToWICFile - Creates a WIC-supported file on disk
These functions also work with additional installed codecs. For example, you can read HEIF files if you install the HEIF WIC Codec, but this only supports reading so the save functions can't write these files.
Texture Functions
Functions for doing texture processing based on DirectXTex data typically loaded from a WIC or TGA
image file and then written to a .DDS
file.
The majority of these functions cannot operate on planar or palettized formats. For video formats, AYUV, Y410, Y416, YUY2, Y216, and Y416 are supported and all operations are performed in RGB colorspace.
- FlipRotate - Flip and/or rotate image or set of images
- Resize - Resize an image or set of images
- Convert - Convert an image or set of images from one pixel format to another
- ConvertToSinglePlane - Converts a planar image or set of images to a single-plane pixel format
- GenerateMipMaps - Generates mipmaps for an image or a set of images
- GenerateMipMaps3D - Generates mipmaps for a 3D volume texture from a set of images representing the slices
- ScaleMipMapsAlphaForCoverage - Scales mipmaps to preserve alpha coverage
- PremultiplyAlpha - This converts to/from premultiplied alpha
- Compress - Compresses an image or set of images to a BC format
- Decompress - Decompresses a BC format to a non-BC format image
- ComputeNormalMap - Converts a height-map to a normal-map
- CopyRectangle - Copies a rectangle from a soure image to a destination image. Does not support block compressed formats
- ComputeMSE - Computes the mean-squared error for each component based on two input images
- EvaluateImage - Evaluates a user-defined function for an input image
- TransformImage - Create a new image from an existing image with a user-defined function
See Filter Flags, Texconv, Texassemble
Direct3D 11 / DirectX 12 Helper Functions
Functions for working with the Direct3D 11 / DirectX 12 API using DirectXTex image data.
- IsSupportedTexture - Returns true if the given texture metadata is supported by the device
- CreateTexture - Creates a Direct3D resource from a set of images
- CreateShaderResourceView - Creates a Direct3D 11 resource and shader resource view from a set of images
- CaptureTexture - Captures a Direct3D render target and returns an image.
Utility Functions
These functions provide utility functionality when working with DXGI_FORMAT
throughout the library.
WIC helpers
- GetWICCodec - Returns a WIC GUID for a given file container given a simple enumeration value. This function is optional and you can instead use the WIC container GUID directly instead.
This function exists to make it easier to use the WIC I/O DirectXTex functions without having to include the
wincodec.h
header globally.
- GetWICFactory - Helper to obtain a WIC factory. If not already initialized, a new one is created.
- SetWICFactory - Helper to set the WIC factory to use in DirectXTex.
DXGI format tests
- IsValid - Returns false if the DXGI format is unknown.
- IsCompressed - Returns true if the DXGI format is a block compressed format.
- IsPacked - Returns true if the DXGI format is a 'packed' format (such as 4:2:2 video formats)
- IsVideo - Returns true if the DXGI format is a DXGI 1.2 'video' format defined for Direct3D 11.1 video.
- IsPlanar - Returns true if the DXGI format is a 'planar' format (such as 4:2:0 or 4:1:1 video formats).
- IsPalettized - Returns true if the DXGI format is a paletted format (only legacy Direct3D 11.1 video formats are paletted).
- IsDepthStencil - Returns true if the DXGI format is for use with depth/stencil resources.
- IsSRGB - Returns true if the DXGI format is an sRGB format.
- IsBGR - Returns true if the DXGI format is a BGR (as opposed to RGB) format.
- IsTypeless - Returns true if the DXGI format is a 'typeless' format. If partialTypeless is 'true' (the default) then formats with both typeless and typed content return true. If partialTypeless is 'false', then the mixed DXGI types (such as
DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS
) will return false instead.
DXGI format properties
- HasAlpha - Returns true of the DXGI format includes an alpha channel. Note that BC1 formats return true because they have a 'transparency bit' trick in the encoding to handle 1-bit alpha.
- BitsPerPixel - Returns the bits-per-pixel for a given DXGI format. For example, it returns 32 for
DXGI_FORMAT_R10G10B10A2_UNORM
. - BitsPerColor - Returns the color-depth (aka bit-depth) for a given DXGI format. For formats with a mix of different channel sizes, it returns the color-depth of the largest channel. For example, it returns 10 for
DXGI_FORMAT_R10G10B10A2_UNORM
. - BytesPerBlock - Returns the number of bytes in a compressed block given a DXGI block-compression format.
- FormatDataType - Returns the primary data-type for the given DXGI format. The result is
FORMAT_TYPE_FLOAT
,FORMAT_TYPE_UNORM
,FORMAT_TYPE_SNORM
,FORMAT_TYPE_UINT
,FORMAT_TYPE_SINT
, orFORMAT_TYPE_TYPELESS
.
Image layout
- ComputePitch - Returns both the row and slice pitch for a given width, height, and DXGI format. It supports a number of flags for overriding the default byte-alignment usually used by
DDS
files and Direct3D 11 resources. - ComputeScanlines - Returns the number of horizontal scanlines in an image given the DXGI format and pixel height.
DXGI format type promoters
- MakeSRGB - Converts a DXGI format to the sRGB equivalent if any.
- MakeLinear - Converts a DXGI format to the non-sRGB equivalent.
- MakeTypeless - Converts a DXGI format to a TYPELESS equivalent if any. This does not modify depth/stencil formats which have multiple 'typeless' mappings.
- MakeTypelessUNORM - Converts a TYPELESS DXGI format to a UNORM equivalent if any.
- MakeTypelessFLOAT - Converts a TYPELESS DXGI format to a FLOAT equivalent if any.
Note if there is no format that matches the desired property for the input format, the original format is returned.
Structures
TexMetadata contains metadata information about the texture resource and organization such as width, height, depth, format, dimension, etc.
Image contains information about the surface including width, height, format, rowPitch, slicePitch, and a pointer to pixel data. Note that for 1D and 2D images, slicePitch should be set to the full size of the image.
ScratchImage is a helper class that manages memory for functions that return a Image or set of Images.
Blob is a helper class that manages for functions that return a binary blob of data.
Rect contains a simple pixel-based rectangle used by the CopyRectangle function.
Adding to a VS solution
Using project-to-project references
In your application's solution, right-click on the Solution and use "Add \ Existing Project..." to add the appropriate .vcxproj
file to your solution.
DirectXTex_Desktop_2022 | Windows desktop applications for Windows 7 Service Pack 1 or later building with VS 2022 Community, Professional or higher with the latest installed Windows SDK. |
DirectXTex_Desktop_2022_Win10 | Windows desktop applications for Windows 10/Windows 11 building with VS 2022 Community, Professional or higher with with the latest installed Windows SDK. This includes DirectX 12 support. |
DirectXTex_Windows10_2022 | Universal Windows Platform (UWP) apps building with VS 2022 with the latest installed Windows SDK. This includes DirectX 12 support. |
DirectXTex_Desktop_2019 | Windows desktop applications for Windows 7 Service Pack 1 or later building with VS 2019 Community, Professional or higher with the latest installed Windows SDK. |
DirectXTex_Desktop_2019_Win10 | Windows desktop applications for Windows 10/Windows 11 building with VS 2019 Community, Professional or higher with the latest installed Windows SDK. This includes DirectX 12 support. |
DirectXTex_GDK_2019 | Windows 10, Windows 11, and Xbox games building with VS 2019 using the Microsoft GDK. |
For VS 2019, use of the 16.11 is required as all previous versions are no longer supported.
In your application's project, right-click on the Project and use "References...", then "Add New Reference...", and then check the DirectXTex project name and click OK. For a Universal Windows Platform (UWP) app or Xbox One solution, you need to set Reference Assembly Output to false since DirectXTex is a static C++ library and not a WinRT component.
In your application's project settings, on the "C++ / General" page set Configuration to "All Configurations", set Platform to "All Platforms", and then add the relative path to DirectXTex;
--assuming you have the DirectXTex folder in the same directory as your sln
file, it should be $(SolutionDir$)\DirectXTex;
--to the Additional Include Directories properties. Click Apply.
See the Visual C++ Team Blog
DirectXTex was never supported on Windows Phone 8.0, because WIC is not available on that platform. The
.DDS
files it generates are suitable for use on Windows Phone 8.x assuming the pixel format is supported by the device (Feature Level 9.3).
Using NuGet package manager
Alternatively you can use NuGet to install one of the DirectXTex packages. Use Project / Manage NuGet Packages... then select "Online" and search for "DirectXTex".
directxtex_desktop_2019 | This NuGet package is configured for Windows desktop C++ applications building with VS 2019 or VS 2022 Community/Professional or higher for Windows 7 Service Pack 1 or later. |
directxtex_desktop_win10 | This NuGet package is configured for Windows desktop C++ applications building with VS 2019 or VS 2022 Community/Professional or higher for Windows 10/Windows 11.This includes DirectX 12 support. |
directxtex_uwp | This NuGet package is configured for Universal Windows Platform apps for Windows 10/Windows 11 building with VS 2019, or VS 2022 Community/Professional or higher. This includes DirectX 12 support. |
You should use the NuGet interface to check for updates if you have an older version installed.
Archived
These packages are no longer supported:
Using the vcpkg C++ library manager
DirectXTex is also available through the vcpkg C++ Library Manager.
vcpkg install directxtex
For the 64-bit version of the library, use:
vcpkg install directxtex:x64-windows
For the Universal Windows Platform (UWP) versions, use:
vcpkg install directxtex:x64-uwp
arm
,arm64
,x86
,x64
,windows
,windows-static
,windows-static-md
, anduwp
triplets are supported.
The vcpkg port supports five optional features. The default is to build with DirectX 11 support, but without DirectX 12 support except for UWP which always includes it.
dx11
: Adds DirectX 11 API support functions for Windows desktop or UWP.dx12
: Adds DirectX 12 API support functions for Windows 10/Windows 11tools
: Installs texture command-line toolsspectre
: Builds the library with Spectre-mitigation enabledopenexr
: Adds OpenEXR supportxbox
: Adds support for Xbox off-line content processing; requires the Microsoft GDKX
For Windows Subsystem for Linux, use:
./vcpkg install directxtex:x64-linux
./vcpkg install directxtex:arm64-linux
To add the JPEG/PNG auxiliary functions for Linux:
./vcpkg install directxtex[jpeg,png]:x64-linux
Non-Win32 support requires a C++17 conformant compiler & library. GNUC 9 will work; GNUC 11.3 or later is recommended.
For Xbox Series X|S with the Microsoft GDK with Xbox Extensions installed:
vcpkg install directxtex:x64-xbox-scarlett
For Xbox One with the Microsoft GDK with Xbox Extensions installed:
vcpkg install directxtex:x64-xbox-xboxone
CMake
You can reference the DirectXTex CMake package using:
find_package(directxtex CONFIG REQUIRED)
target_link_libraries(foo Microsoft::DirectXTex)
If using CMakePresets.json
set the environment variable VCPKG_ROOT
and add:
"cacheVariables": {
CMAKE_TOOLCHAIN_FILE": {
value": "$env{VCPKG_ROOT}/scripts/buildsystems/vcpkg.cmake",
"type": "FILEPATH"
}
},
If not using vcpkg, you have to provide a per-configuration path to the individual installed package in the directxtex_DIR
variable. Otherwise the find_package
will fail.
Extensions
- To support offline texture operations for Xbox, there are DirectXTexXbox extension functions available as well. This also supports the XboxDDSTextureLoader module for DirectX Tool Kit DX11 / DX12.
Dependencies
The DirectXTex library assumes your binary is linking with the following system libraries:
dxguid.lib
: Provides COM GUID values forIID_ID3D11Device
,IID_ID3D12Device
,IID_ID3D12Resource
,WKPDID_D3DDebugObjectName
, etc.windowscodecs.lib
oruuid.lib
: Provides COM GUID values for WIC usage such asCLSID_WICImagingFactory
,CLSID_WICImagingFactory1
,CLSID_WICImagingFactory2
, etc.- For Win32 desktop applications,
ole32.lib
: ProvidesCoCreateInstance
. For other platforms, this export is in the umbrella library (WindowsApps.lib
,onecore.lib
, etc.).
On Windows Subsystem for Linux, Windows Imaging Component (WIC) is not available so functionality that requires WIC is not present for that platform. Only DDS, HDR, and TGA file support is included. To support PNG and/or JPEG on this platform, see Using-JPEG-PNG-OSS.
Release Notes
-
The alpha mode specification for
DDS
files was updated between the March 2013 and April 2013 releases. AnyDDS
files created using theDDS_FLAGS_FORCE_DX10_EXT_MISC2
flag or the texconv-dx10
switch using the March 2013 release should be refreshed. -
Due to the underlying Windows BMP WIC codec, alpha channels are not supported for 16bpp or 32bpp BMP pixel format files. In Windows 8.x and later, the Windows BMP WIC codec does support 32bpp pixel formats with alpha when using the
BITMAPV5HEADER
file header. Note the updated WIC is available on Windows 7 SP1 with KB 2670838 installed. -
While DXGI 1.0 and DXGI 1.1 include 5:6:5 (
DXGI_FORMAT_B5G6R5_UNORM
) and 5:5:5:1 (DXGI_FORMAT_B5G5R5A1_UNORM
) pixel format enumerations, the DirectX 10.x and 11.0 Runtimes do not support these formats for use with Direct3D. The DirectX 11.1 runtime, DXGI 1.2, and the WDDM 1.2 driver model or later fully support 16bpp formats (5:6:5, 5:5:5:1, and 4:4:4:4). -
Loading of 96bpp floating-point TIFF files results in a corrupted image prior to Windows 8. This fix is available on Windows 7 SP1 with KB 2670838 installed.
Additional Information
For Use
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Windows 7 Service Pack 1
- Xbox One
- Xbox Series X|S
- Windows Subsystem for Linux
Architecture
- x86
- x64
- ARM64
For Development
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- GCC 10.5, 11.4, 12.3
- MinGW 12.2, 13.2
- CMake 3.20
Related Projects
DirectX Tool Kit for DirectX 11
DirectX Tool Kit for DirectX 12
Tools
See also
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.