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DirectXTex/ReadMe.txt

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DIRECTX TEXTURE LIBRARY (DirectXTex)
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Copyright (c) Microsoft Corporation. All rights reserved.
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November 15, 2012
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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 a simple .TGA reader and
writer since this image file format is commonly used for texture content processing pipelines,
but is not currently supported by a built-in WIC codec.
The source is written for Visual C++ 2010 using the Direct3D headers from either
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a current DirectX SDK or Windows SDK. It can also be compiled using Visual Studio 2012 and the
Windows SDK 8.0 headers.
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It is recommended that you make use of Visual C++ 2010 Service Pack 1 or VS 2012, and
Windows 7 Service Pack 1 or Windows 8.
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DDSTextureLoader\
This contains a streamlined version of the DirectX SDK sample DDSWithoutD3DX11 texture
loading code for a simple light-weight runtime DDS loader. This version only supports
Direct3D 11 and performs no runtime pixel data conversions (i.e. 24bpp legacy DDS files
always fail). This is ideal for runtime usage, and supports the full complement of
Direct3D 11 texture resources (1D, 2D, volume maps, cubemaps, mipmap levels,
texture arrays, BC formats, etc.).
WICTextureLoader\
This contains a Direct3D 11 2D texture loader that uses WIC to load a bitmap
(BMP, JPEG, PNG, HD Photo, or other WIC supported file container), resize if needed
based on the current feature level (or by explicit parameter), format convert to a
DXGI_FORMAT if required, and then create a 2D texture. Furthermore, if a Direct3D 11
device context is provided and the current device supports it for the given pixel format,
it will auto-generate mipmaps. Note this does not support 1D textures, volume textures,
cubemaps, or texture arrays. DDSTextureLoader is recommended for fully "precooked" textures
for maximum performance and image quality, but this loader can be useful for creating
simple 2D texture from standard image files at runtime.
Note: This function is not thread-safe if given a non-NULL device context for the auto-gen
mip-map support.
DirectXTex\
This contains the DirectXTex library. This includes a full-featured DDS reader and writer
including legacy format conversions, a TGA reader and writer, a WIC-based bitmap reader and
writer (BMP, JPEG, PNG, TIFF, and HD Photo), and various texture processing functions. This
is intended primarily for tool usage.
Note that 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 is
meant as a 'public' header for the library.
Texconv\
This DirectXTex sample is an implementation of the "texconv" command-line texture utility
from the DirectX SDK utilizing DirectXTex rather than D3DX.
It supports the same arguments as the Texture Conversion Tool Extended (texconvex.exe) DirectX
SDK utility. See <http://msdn.microsoft.com/en-us/library/ee422506.aspx>. The primary differences
are the -10 and -11 arguments are not applicable; the filter names (POINT, LINEAR, CUBIC,
FANT, POINT_DITHER, LINEAR_DITHER, CUBIC_DITHER, FANT_DITHER); and support for the .TGA file format.
This also includes support for JPEG XR/HD Photo bitmap formats (see
<http://blogs.msdn.com/b/chuckw/archive/2011/01/19/known-issue-texconvex.aspx>)
DDSView\
This DirectXTex sample is a simple Direct3D 11-based viewer for DDS files. For array textures
or volume maps, the "<" and ">" keyboard keys will show different images contained in the DDS.
The "1" through "0" keys can also be used to jump to a specific image index.
XNAMath\
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This contains a copy of XNA Math version 2.05, which is an updated version of the library. This is
required if building content with USE_XNAMATH (the default for the VS 2010 projects). The VS 2012
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projects use DirectXMath in the Windows SDK 8.0 instead.
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For details see
<http://blogs.msdn.com/b/chuckw/archive/2012/06/22/xna-math-version-2-05-smoothing-the-transition-to-directxmath.aspx>
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All content and source code for this package except XNA Math are bound to the Microsoft Public License (Ms-PL)
<http://www.microsoft.com/en-us/openness/licenses.aspx#MPL>. The XNA Math library is subject
to the DirectX SDK (June 2010) End-User License Agreement.
http://go.microsoft.com/fwlink/?LinkId=248926
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RELEASE NOTES
* The DirectXTex library does not support block compression or decompression of mipmapped non-power-of-2 textures,
although DDSTextureLoader will load these files correctly if the underlying device supports it.
* The DirectXTex library only supports CLAMP filtering, and does not yet support MIRROR or WRAP filtering
(WIC operations only support CLAMP filtering).
* The DirectXTex library only supports box and POINT filtering, and does not support LINEAR or CUBIC filtering,
for 3D volume mipmap-generation.
* Due to the underlying Windows BMP WIC codec, alpha channels are not supported for 16bpp or 32bpp BMP pixel format files. The Windows 8
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version of 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.
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* The WIC conversion cases currently ignore TEX_FILTER_SRGB_IN and TEX_FILTER_SRGB_OUT out.
* For the DXGI 1.1 version of DirectXTex, 4:4:4:4 pixel format DDS files are always expanded to 8:8:8:8 upon load since DXGI 1.0
and DXGI 1.1 versions of Direct3D do not support these resource formats. The DXGI 1.2 versions of DirectXTex and DDSTextureLoader
make use of the DXGI_FORMAT_B4G4R4A4_UNORM format instead.
* 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 fully support 16bpp formats (5:6:5, 5:5:5:1, and 4:4:4:4). The DXGI 1.2 version of WICTextureLoader
will load 16bpp pixel images as 5:6:5 or 5:5:5:1 rather than expand them to 32bpp RGBA.
* WICTextureLoader cannot load .TGA files unless the system has a 3rd party WIC codec installed. You must use the DirectXTex
library for TGA file format support without relying on an add-on WIC codec.
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* 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.
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RELEASE HISTORY
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November 15, 2012
Added support for WIC2 when available on Windows 8 and Windows 7 with KB 2670838
Added optional targetGUID parameter to SaveWIC* APIs to influence final container pixel format choice
Fixed bug in SaveDDS* which was generating invalid DDS files for 1D dimension textures
Improved robustness of CaptureTexture when resolving MSAA source textures
Sync'd DDSTextureLoader, ScreenGrab, and WICTextureLoader standalone versions with latest DirectXTK release
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September 28, 2012
Added ScreenGrab module for creating runtime screenshots
Renamed project files for better naming consistency
New Typeless utilities for DirectXTex
Some minor code cleanup for DirectXTex's WIC writer function
Bug fixes and new -tu/-tf options for texconv
June 22, 2012
Moved to using XNA Math 2.05 instead of XNA Math 2.04 for USE_XNAMATH builds
Fixed BGR vs. RGB color channel swizzle problem with 24bpp legacy .DDS files in DirectXTex
Update to DirectXTex WIC and WICTextureLoader for additional 96bpp float format handling on Windows 8
May 31, 2012
Minor fix for DDSTextureLoader's retry fallback that can happen with 10level9 feature levels
Switched to use "_DEBUG" instead of "DEBUG" and cleaned up debug warnings
added Metro style application project files for DirectXTex
April 20, 2012
DirectTex's WIC-based writer opts-in for the Windows 8 BMP encoder option for writing 32 bpp RGBA files with the BITMAPV5HEADER
March 30, 2012
WICTextureLoader updated with Windows 8 WIC pixel formats
DirectXTex updated with limited non-power-of-2 texture support and TEX_FILTER_SEPARATE_ALPHA option
Texconv updated with '-sepalpha' command-line option
Added USE_XNAMATH control define to build DirectXTex using either XNAMath or DirectXMath
Added VS 2012 project files (which use DirectXMath instead of XNAMath and define DXGI_1_2_FORMATS)
March 15, 2012
Fix for resource leak in CreateShaderResourceView() Direct3D 11 helper function in DirectXTex
March 5, 2012
Fix for too much temp memory allocated by WICTextureLoader; cleaned up legacy 'min/max' macro usage in DirectXTex
February 21, 2012
WICTextureLoader updated to handle systems and device drivers without BGRA or 16bpp format support
February 20, 2012
Some code cleanup for DirectXTex and DDSTextureLoader
Fixed bug in 10:10:10:2 format fixup in the LoadDDSFromMemory function
Fixed bugs in "non-zero alpha" special-case handling in LoadTGAFromFile
Fixed bug in _SwizzleScanline when copying alpha channel for BGRA<->RGBA swizzling
February 11, 2012
Update of DDSTextureLoader to also build in Metro style apps; added WICTextureLoader
Added CMYK WIC pixel formats to the DirectXTex conversion table
January 30, 2012
Minor code-cleanup for DirectXTex to enable use of PCH through 'directxtexp.h' header
January 24, 2011
Some code-cleanup for DirectXTex
Added DXGI 1.2 implementation for DDSTextureLoader and DirectXTex guarded with DXGI_1_2_FORMATS compiliation define
December 16, 2011
Fixed x64 compilation warnings in DDSTextureLoader
November 30, 2011
Fixed some of the constants used in IsSupportedTexture(),
added ability to strip off top levels of mips in DDSTextureLoader,
changed DirectXTex to use CoCreateInstance rather than LoadLibrary to obtain the WIC factory,
a few minor /analyze related annotations for DirectXTex
October 27, 2011
Original release