mirror of
https://github.com/microsoft/DirectXTex
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BuildProcessTemplates | ||
DDSTextureLoader | ||
DDSView | ||
DirectXTex | ||
ScreenGrab | ||
Texconv | ||
WICTextureLoader | ||
ReadMe.txt |
DIRECTX TEXTURE LIBRARY (DirectXTex) ------------------------------------ Copyright (c) Microsoft Corporation. All rights reserved. September 28, 2012 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 a current DirectX SDK or Windows SDK. It can also be compiled using the VS 2012 RC and the Windows SDK 8.0 headers included with that release. It is recommended that you make use of Visual C++ 2010 Service Pack 1 or VS 2012 RC, and Windows 7 Service Pack 1 or the Windows 8 Release Preview. 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\ 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 projects use DirectXMath in the Windows SDK 8.0 instead. For details see <http://blogs.msdn.com/b/chuckw/archive/2012/06/22/xna-math-version-2-05-smoothing-the-transition-to-directxmath.aspx> 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 ------------------------------------ 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 version of the Windows BMP WIC codec does support 32bpp pixel formats with alpha when using the BITMAPV5HEADER file header. * 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. ------------------------------------ RELEASE HISTORY 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