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DirectXTex texture processing library

http://go.microsoft.com/fwlink/?LinkId=248926

Copyright (c) Microsoft Corporation.

October 28, 2024

This package contains DirectXTex, a shared source library for reading and writing .DDS files, and performing various texture content processing operations including resizing, format conversion, mip-map generation, block compression for Direct3D runtime texture resources, and height-map to normal-map conversion. This library makes use of the Windows Image Component (WIC) APIs. It also includes .TGA and .HDR readers and writers since these image file formats are commonly used for texture content processing pipelines, but are not currently supported by a built-in WIC codec.

This code is designed to build with Visual Studio 2019 (16.11), Visual Studio 2022, clang for Windows v12 or later, or MinGW 12.2. Use of the Windows 10 May 2020 Update SDK (19041) or later is required for Visual Studio. It can also be built for Windows Subsystem for Linux using GCC 11 or later.

These components are designed to work without requiring any content from the legacy DirectX SDK. For details, see Where is the DirectX SDK?.

Directory Layout

The majority of the header files here are intended for internal implementation of the library only (BC.h, BCDirectCompute.h, DDS.h, DirectXTexP.h, etc.). Only DirectXTex.h and DirectXTex.inl are meant as the 'public' header for the library.

DDSTextureLoader11, ScreenGrab11, and WICTextureLoader11 are 'stand-alone' versions of the same modules provided in the DirectX Tool Kit for DX11

DDSTextureLoader12, ScreenGrab12, and WICTextureLoader12 are 'stand-alone' versions of the same modules provided in the DirectX Tool Kit for DX12.

Documentation

Documentation is available on the GitHub wiki.

Notices

All content and source code for this package are subject to the terms of the MIT License.

For the latest version of DirectXTex, bug reports, etc. please visit the project site on GitHub.

Release Notes

FOR SECURITY ADVISORIES, see GitHub.

For a full change history, see CHANGELOG.md.

texassembletexconvtexdiag
-tonemap--tonemap-badtails--bad-tails-badtails--bad-tails
-bgcolor--gif-bg-color-fixbc4x4--fix-bc-4x4-ignoremips--ignore-mips
-swizzle--swizzle-ignoremips--ignore-mips-permissive--permissive
-stripmips--strip-mips-inverty--invert-y-targetx--target-x
-keepcoverage--keep-coverage
-permissive--permissive
-reconstructz--reconstruct-z
-rotatecolor--rotate-color
-singleproc--single-proc
-swizzle--swizzle
-tgazeroalpha--tga-zero-alpha
-timing--timing
-tonemap--tonemap
-wiclossless--wic-lossless
-wicmulti--wic-multiframe
-x2bias--x2-bias

Support

For questions, consider using Stack Overflow with the directxtk tag, or the DirectX Discord Server in the dx12-developers or dx9-dx11-developers channel.

For bug reports and feature requests, please use GitHub issues for this project.

Contributing

This project welcomes contributions and suggestions. Most contributions require you to agree to a Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us the rights to use your contribution. For details, visit https://cla.opensource.microsoft.com.

When you submit a pull request, a CLA bot will automatically determine whether you need to provide a CLA and decorate the PR appropriately (e.g., status check, comment). Simply follow the instructions provided by the bot. You will only need to do this once across all repos using our CLA.

Tests for new features should also be submitted as a PR to the Test Suite repository.

Code of Conduct

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.

Trademarks

This project may contain trademarks or logos for projects, products, or services. Authorized use of Microsoft trademarks or logos is subject to and must follow Microsoft's Trademark & Brand Guidelines. Use of Microsoft trademarks or logos in modified versions of this project must not cause confusion or imply Microsoft sponsorship. Any use of third-party trademarks or logos are subject to those third-party's policies.

Credits

The DirectXTex library is the work of Chuck Walbourn, with contributions from Matt Lee, Xin Huang, Craig Peeper, and the numerous other Microsoft engineers who developed the D3DX utility library over the years.

Thanks to Paul Penson for his help with the implementation of MemoryStreamOnBlob.

Thanks to Andrew Farrier and Scott Matloff for their on-going help with code reviews.

Thanks to Park DongHa for their contribution of the JPEG/PNG auxiliary functions.