Requires NuGet 2.8.6 or higher.
Install-Package directxtex_desktop_2017 -Version 2021.8.2.1
dotnet add package directxtex_desktop_2017 --version 2021.8.2.1
<PackageReference Include="directxtex_desktop_2017" Version="2021.8.2.1" />
paket add directxtex_desktop_2017 --version 2021.8.2.1
#r "nuget: directxtex_desktop_2017, 2021.8.2.1"
// Install directxtex_desktop_2017 as a Cake Addin #addin nuget:?package=directxtex_desktop_2017&version=2021.8.2.1 // Install directxtex_desktop_2017 as a Cake Tool #tool nuget:?package=directxtex_desktop_2017&version=2021.8.2.1
DirectXTex texture processing library
Copyright (c) Microsoft Corporation.
August 1, 2021
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
.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 2017 (15.9), Visual Studio 2019, or clang for Windows v11 or later. It is recommended that you make use of the Windows 10 May 2020 Update SDK (19041) 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?.
Documentation is available on the GitHub wiki.
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.
Starting with the June 2020 release, this library makes use of typed enum bitmask flags per the recommendation of the C++ Standard section 18.104.22.168.3 Bitmask types. This is consistent with Direct3D 12's use of the
DEFINE_ENUM_FLAG_OPERATORSmacro. This may have breaking change impacts to client code:
You cannot pass the
0literal as your flags value. Instead you must make use of the appropriate default enum value:
Use the enum type instead of
DWORDif building up flags values locally with bitmask operations. For example,
DDS_FLAGS flags = DDS_FLAGS_NONE; if (...) flags |= DDS_FLAGS_EXPAND_LUMINANCE;
In cases where some of the flags overlap, you can use the
|to combine the relevant types:
TEX_FILTER_FLAGSfilter modes combine with
TEX_FILTER_FLAGSsRGB flags combine with
TEX_COMPRESS_FLAGS. No other bitwise operators are defined. For example,
WIC_FLAGS wicFlags = WIC_FLAGS_NONE | TEX_FILTER_CUBIC;
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 and Windows 10 version of the Windows BMP WIC codec does support 32bpp pixel formats with alpha when using the
BITMAPV5HEADERfile header. Note the updated WIC is available on Windows 7 SP1 with KB 2670838 installed.
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).
WICTextureLoader cannot load
.HDRfiles unless the system has a 3rd party WIC codec installed. You must use the DirectXTex library for TGA/HDR file format support without relying on an add-on WIC codec.
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.
The UWP projects and the VS 2019 Win10 classic desktop project include configurations for the ARM64 platform. These require VS 2017 (15.9 update) or VS 2019 to build, with the ARM64 toolset installed.
CompileShaders.cmdscript must have Windows-style (CRLF) line-endings. If it is changed to Linux-style (LF) line-endings, it can fail to build all the required shaders.
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.
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.
This package has no dependencies.
This package is not used by any NuGet packages.
This package is not used by any popular GitHub repositories.
Matches the August 1, 2021 release on GitHub.