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Getting Started
The DirectXTex library is designed to operate on textures to prepare them for use by Direct3D. The project includes a C++ library and a number of programs built using the library.
flowchart TD
A(DirectXTex C++ Library)
A-->B
A-->C
A-->D
A--sample-->E
B[texconv]
C[texdiag]
D[texdiag]
E[DDSView]
The DirectXTex library itself consists of a few functional areas:
graph LR
subgraph Direct3D interop functions
1[D3D11]
2[D3D12]
end
subgraph Image operations
C[Pixel format conversion]
F[Resizing and mipmaps]
B[Block compression<br />BC1-BC7]
E[Helper functions]
N[Normal maps]
P[Precomputed alpha]
end
subgraph Image I/O
W[WIC]
D[DDS]
T[TGA]
H[HDR]
end
WIC is the Windows Image Component which is a built-in library for reading and writing image files like BMP, PNG, JPEG, etc. The DirectXTex library makes extensive use of WIC where applicable, but also includes custom code focused on the needs of texture processing. On non-Windows platforms, WIC is not available so only a subset of functionality is implemented.
The texassemble, texconv, and texdiag programs are command-line tools for doing various operations related to Direct3D texture files. For example, the following will convert an image to a DDS file using BC3 format compression:
texconv -ft DDS -f BC3_UNORM texture.png
The output will be texture.dds
in the current working directory which will includes a mipmap chain generated from the image by resizing.
The following is a simple program which does the same thing as the texconv
option above:
#include <Windows.h>
#include "DirectXTex.h"
#include <cstdio>
using namespace DirectX;
int main()
{
HRESULT hr = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
if (FAILED(hr))
{
wprintf(L"Failed to initialize COM (%08X)\n", static_cast<unsigned int>(hr));
return 1;
}
ScratchImage image;
hr = LoadFromWICFile(L"texture.png", WIC_FLAGS_NONE, nullptr, image);
if (FAILED(hr))
{
wprintf(L"Failed to load texture.png (%08X)\n", static_cast<unsigned int>(hr));
return 1;
}
ScratchImage timage;
hr = GenerateMipMaps(image, TEX_FILTER_DEFAULT, 0, timage);
if (FAILED(hr))
{
wprintf(L"Failed to generate mipmaps (%08X)\n", static_cast<unsigned int>(hr));
return 1;
}
image.Release();
hr = Compress(timage.GetImages(), timage.GetImageCount(), timage.GetMetadata(),
DXGI_FORMAT_BC3_UNORM, TEX_COMPRESS_DEFAULT, TEX_THRESHOLD_DEFAULT,
image);
if (FAILED(hr))
{
wprintf(L"Failed to compress texture (%08X)\n", static_cast<unsigned int>(hr));
return 1;
}
hr = SaveToDDSFile(image.GetImages(), image.GetImageCount(), image.GetMetadata(),
DDS_FLAGS_NONE, L"texture.dds");
if (FAILED(hr))
{
wprintf(L"Failed to write texture to DDS (%08X)\n", static_cast<unsigned int>(hr));
return 1;
}
return 0;
}
DirectXTex provides details on how to build and link the library
See texassemble, texconv, and texdiag for more details on the command-line tools.
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 [email protected] with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Xbox One
- Xbox Series X|S
- Windows Subsystem for Linux
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v19
- GCC 10.5, 11.4, 12.3, 13.3, 14.2
- MinGW 12.2, 13.2
- CMake 3.20
DirectX Tool Kit for DirectX 11