mirror of
https://github.com/microsoft/DirectXTex
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257 lines
14 KiB
Plaintext
257 lines
14 KiB
Plaintext
DIRECTX TEXTURE LIBRARY (DirectXTex)
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Copyright (c) Microsoft Corporation. All rights reserved.
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December 24, 2013
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This package contains DirectXTex, a shared source library for reading and writing DDS
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files, and performing various texture content processing operations including
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resizing, format conversion, mip-map generation, block compression for Direct3D runtime
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texture resources, and height-map to normal-map conversion. This library makes
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use of the Windows Image Component (WIC) APIs. It also includes a simple .TGA reader and
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writer since this image file format is commonly used for texture content processing pipelines,
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but is not currently supported by a built-in WIC codec.
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The source is written for Visual Studio 2010, 2012, or 2013. It is recommended that you
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make use of the Windows 8.1 SDK and Windows 7 Service Pack 1 or later.
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Details on using the Windows 8.1 SDK with VS 2010 are described on the Visual C++ Team Blog:
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<http://blogs.msdn.com/b/vcblog/archive/2012/11/23/using-the-windows-8-sdk-with-visual-studio-2010-configuring-multiple-projects.aspx>
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DDSTextureLoader\
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This contains a streamlined version of the DirectX SDK sample DDSWithoutD3DX11 texture
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loading code for a simple light-weight runtime DDS loader. This version only supports
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Direct3D 11 and performs no runtime pixel data conversions (i.e. 24bpp legacy DDS files
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always fail). This is ideal for runtime usage, and supports the full complement of
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Direct3D 11 texture resources (1D, 2D, volume maps, cubemaps, mipmap levels,
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texture arrays, BC formats, etc.).
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WICTextureLoader\
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This contains a Direct3D 11 2D texture loader that uses WIC to load a bitmap
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(BMP, JPEG, PNG, HD Photo, or other WIC supported file container), resize if needed
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based on the current feature level (or by explicit parameter), format convert to a
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DXGI_FORMAT if required, and then create a 2D texture. Furthermore, if a Direct3D 11
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device context is provided and the current device supports it for the given pixel format,
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it will auto-generate mipmaps. Note this does not support 1D textures, volume textures,
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cubemaps, or texture arrays. DDSTextureLoader is recommended for fully "precooked" textures
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for maximum performance and image quality, but this loader can be useful for creating
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simple 2D texture from standard image files at runtime.
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Note: This function is not thread-safe if given a non-NULL device context for the auto-gen
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mip-map support.
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DirectXTex\
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This contains the DirectXTex library. This includes a full-featured DDS reader and writer
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including legacy format conversions, a TGA reader and writer, a WIC-based bitmap reader and
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writer (BMP, JPEG, PNG, TIFF, and HD Photo), and various texture processing functions. This
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is intended primarily for tool usage.
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Note that the majority of the header files here are intended for internal implementation
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of the library only (BC.h, DDS.h, DirectXTexP.h, and scoped.h). Only DirectXTex.h is
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meant as a 'public' header for the library.
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Texconv\
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This DirectXTex sample is an implementation of the "texconv" command-line texture utility
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from the DirectX SDK utilizing DirectXTex rather than D3DX.
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It supports the same arguments as the Texture Conversion Tool Extended (texconvex.exe) DirectX
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SDK utility. See <http://msdn.microsoft.com/en-us/library/ee422506.aspx>. The primary differences
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are the -10 and -11 arguments are not applicable; the filter names (POINT, LINEAR, CUBIC,
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FANT or BOX, TRIANGLE, *_DITHER, *_DITHER_DIFFUSION); and support for the .TGA file format.
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This also includes support for JPEG XR/HD Photo bitmap formats (see
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<http://blogs.msdn.com/b/chuckw/archive/2011/01/19/known-issue-texconvex.aspx>)
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Texassemble\
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This DirectXTex sample is a command-line utility for creating cubemaps, volume maps, or
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texture arrays from a set of individual input image files.
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DDSView\
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This DirectXTex sample is a simple Direct3D 11-based viewer for DDS files. For array textures
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or volume maps, the "<" and ">" keyboard keys will show different images contained in the DDS.
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The "1" through "0" keys can also be used to jump to a specific image index.
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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
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required if building content with USE_XNAMATH. This is only needed for the VS 2010 project that
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does not use the Windows SDK 8.x instead. For details see
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<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)
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<http://www.microsoft.com/en-us/openness/licenses.aspx#MPL>. The XNA Math library is subject
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to the DirectX SDK (June 2010) End-User License Agreement.
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http://go.microsoft.com/fwlink/?LinkId=248926
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------------------------------------
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RELEASE NOTES
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* The alpha mode specification for DDS files was updated between the March 2013 and April 2013 releases. Any
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DDS files created using the DDS_FLAGS_FORCE_DX10_EXT_MISC2 flag or the texconv -dx10 switch using the
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March 2013 release should be refreshed.
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* Due to the underlying Windows BMP WIC codec, alpha channels are not supported for 16bpp or 32bpp BMP pixel format files. The Windows 8.x
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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
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WIC is available on Windows 7 SP1 with KB 2670838 installed.
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* 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
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and DXGI 1.1 versions of Direct3D do not support these resource formats. The DXGI 1.2 versions of DirectXTex and DDSTextureLoader
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make use of the DXGI_FORMAT_B4G4R4A4_UNORM format instead.
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* 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)
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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,
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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
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will load 16bpp pixel images as 5:6:5 or 5:5:5:1 rather than expand them to 32bpp RGBA.
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* WICTextureLoader cannot load .TGA files unless the system has a 3rd party WIC codec installed. You must use the DirectXTex
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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
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KB 2670838 installed.
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------------------------------------
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RELEASE HISTORY
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December 24, 2013
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texconv updated with -fl and -pow2 command-line switches
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Fixed bug in Resize when doing custom filtering which occurred when exactly doubling the image size
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Added move operators to ScratchImage and Blob classes
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Xbox One platform support
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October 21, 2013
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Updated for Visual Studio 2013 and Windows 8.1 SDK RTM
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PremultiplyAlpha updated with new 'flags' parameter and to use sRGB correct blending
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Fixed colorspace conversion issue with DirectCompute compressor when compressing for BC7 SRGB
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August 13, 2013
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DirectCompute 4.0 BC6H/BC7 compressor integration
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texconv utility uses DirectCompute compression by default for BC6H/BC7, -nogpu disables use of DirectCompute
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August 1, 2013
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Support for BC compression/decompression of non-power-of-2 mipmapped textures
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Fixes for BC6H / BC7 codecs to better match published standard
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Fix for BC4 / BC5 codecs when compressing RGB images
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Minor fix for the BC1-3 codec
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New optional flags for ComputeMSE to compare UNORM vs. SNORM images
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New WIC loading flag added to control use of WIC metadata to return sRGB vs. non-sRGB formats
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Code cleanup and /analyze fixes
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Project file cleanup
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Texconv utility uses parallel BC compression by default for BC6H/BC7, -singleproc disables multithreaded behavior
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July 1, 2013
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VS 2013 Preview projects added
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SaveToWIC functions updated with new optional setCustomProps parameter
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June 15, 2013
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Custom filtering implementation for Resize & GenerateMipMaps(3D) - Point, Box, Linear, Cubic, and Triangle
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TEX_FILTER_TRIANGLE finite low-pass triangle filter
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TEX_FILTER_WRAP, TEX_FILTER_MIRROR texture semantics for custom filtering
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TEX_FILTER_BOX alias for TEX_FILTER_FANT WIC
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Ordered and error diffusion dithering for non-WIC conversion
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sRGB gamma correct custom filtering and conversion
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DDS_FLAGS_EXPAND_LUMINANCE - Reader conversion option for L8, L16, and A8L8 legacy DDS files
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Added use of WIC metadata for sRGB pixel formats
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Added BitsPerColor utility function
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Fixed Convert threshold parameter usage
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Non-power-of-2 volume map support, fixed bug with non-square volume maps
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Texconv utility update with -xlum, -wrap, and -mirror options; reworked -if options for improved dithering
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Texassemble utility for creating cubemaps, volume maps, and texture arrays
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DDSTextureLoader and WICTextureLoader sync'd with DirectXTK versions
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April 16, 2013
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Updated alpha-mode metadata details in .DDS files
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Added new control flags for Convert
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Added new optional flags for ComputeMSE
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Fixed conversion handling for sRGB formats
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Fixed internal routines for handling R10G10B10_XR_BIAS_A2_UNORM, R9G9B9E5_SHAREDEXP, and FORMAT_R1_UNORM
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Fixed WIC I/O for GUID_WICPixelFormat32bppRGBE pixel format files (HD Photo)
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Fixed non-square image handling in GenerateMipMaps3D
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Fixed some error handling in the DDS load code
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March 22, 2013
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Supports reading and writing alpha-mode (straight, premultiplied, etc.) metadata in .DDS files
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Added build option to use WICCreateImagingFactory_Proxy instead of CoCreateInstance to obtain WIC factory
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January 29, 2013
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Added PremultiplyAlpha to DirectXTex; -pmalpha switch for texconv command-line tool
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Fixed problem with forceSRGB implementation for Ex versions of CreateTexture, CreateShaderResourceView, DDSTextureLoader and WICTextureLoader
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December 11, 2012
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Ex versions of CreateTexture, CreateShaderResourceView, DDSTextureLoader and WICTextureLoader
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Fixed BC2 and BC3 decompression issue for unusual color encoding case
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Converted annotation to SAL2 for improved VS 2012 /analyze experience
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Updated DirectXTex, DDSView, and Texconv with VS 2010 + Windows 8.0 SDK project using official 'property sheets'
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November 15, 2012
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Added support for WIC2 when available on Windows 8 and Windows 7 with KB 2670838
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Added optional targetGUID parameter to SaveWIC* APIs to influence final container pixel format choice
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Fixed bug in SaveDDS* which was generating invalid DDS files for 1D dimension textures
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Improved robustness of CaptureTexture when resolving MSAA source textures
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Sync'd DDSTextureLoader, ScreenGrab, and WICTextureLoader standalone versions with latest DirectXTK release
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September 28, 2012
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Added ScreenGrab module for creating runtime screenshots
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Renamed project files for better naming consistency
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New Typeless utilities for DirectXTex
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Some minor code cleanup for DirectXTex's WIC writer function
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Bug fixes and new -tu/-tf options for texconv
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June 22, 2012
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Moved to using XNA Math 2.05 instead of XNA Math 2.04 for USE_XNAMATH builds
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Fixed BGR vs. RGB color channel swizzle problem with 24bpp legacy .DDS files in DirectXTex
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Update to DirectXTex WIC and WICTextureLoader for additional 96bpp float format handling on Windows 8
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May 31, 2012
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Minor fix for DDSTextureLoader's retry fallback that can happen with 10level9 feature levels
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Switched to use "_DEBUG" instead of "DEBUG" and cleaned up debug warnings
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added Metro style application project files for DirectXTex
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April 20, 2012
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DirectTex's WIC-based writer opts-in for the Windows 8 BMP encoder option for writing 32 bpp RGBA files with the BITMAPV5HEADER
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March 30, 2012
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WICTextureLoader updated with Windows 8 WIC pixel formats
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DirectXTex updated with limited non-power-of-2 texture support and TEX_FILTER_SEPARATE_ALPHA option
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Texconv updated with '-sepalpha' command-line option
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Added USE_XNAMATH control define to build DirectXTex using either XNAMath or DirectXMath
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Added VS 2012 project files (which use DirectXMath instead of XNAMath and define DXGI_1_2_FORMATS)
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March 15, 2012
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Fix for resource leak in CreateShaderResourceView() Direct3D 11 helper function in DirectXTex
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March 5, 2012
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Fix for too much temp memory allocated by WICTextureLoader; cleaned up legacy 'min/max' macro usage in DirectXTex
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February 21, 2012
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WICTextureLoader updated to handle systems and device drivers without BGRA or 16bpp format support
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February 20, 2012
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Some code cleanup for DirectXTex and DDSTextureLoader
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Fixed bug in 10:10:10:2 format fixup in the LoadDDSFromMemory function
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Fixed bugs in "non-zero alpha" special-case handling in LoadTGAFromFile
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Fixed bug in _SwizzleScanline when copying alpha channel for BGRA<->RGBA swizzling
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February 11, 2012
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Update of DDSTextureLoader to also build in Metro style apps; added WICTextureLoader
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Added CMYK WIC pixel formats to the DirectXTex conversion table
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January 30, 2012
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Minor code-cleanup for DirectXTex to enable use of PCH through 'directxtexp.h' header
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January 24, 2011
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Some code-cleanup for DirectXTex
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Added DXGI 1.2 implementation for DDSTextureLoader and DirectXTex guarded with DXGI_1_2_FORMATS compiliation define
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December 16, 2011
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Fixed x64 compilation warnings in DDSTextureLoader
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November 30, 2011
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Fixed some of the constants used in IsSupportedTexture(),
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added ability to strip off top levels of mips in DDSTextureLoader,
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changed DirectXTex to use CoCreateInstance rather than LoadLibrary to obtain the WIC factory,
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a few minor /analyze related annotations for DirectXTex
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October 27, 2011
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Original release |