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The DirectXTex library 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.

The library assumes that the client code will have already called CoInitialize, CoInitializeEx, or Windows::Foundation::Initialize as needed by the application before calling any DirectXTex routines


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 (and DirectXTex.inl) is meant as a 'public' header for the library.


All the functions in the library are in the DirectX C++ namespace.


DDS I/O Functions

TGA I/O Functions

WIC I/O Functions

Texture Functions

Direct3D 11 Helper Functions

Utility Functions


TexMetadata contains metadata information about the texture resource and organization such as width, height, depth, format, dimension, etc.
  • TEX_MISC2_ALPHA_MODE_MASK is a mask for miscFlags2 to obtain the TEX_ALPHA_MODE.
Image contains information about the surface including width, height, format, rowPitch, slicePitch, and a pointer to pixel data. Note that for 1D and 2D images, slicePitch should be set to the full size of the image.

ScratchImage is a helper class that manages memory for functions that return a Image or set of Images.

Blob is a helper class that manages for functions that return a binary blob of data.

Rect contains a simple pixel-based rectangle used by the CopyRectangle function.

Adding to a VS solution

In your application's solution, right-click on the Solution and use "Add \ Existing Project..." to add the appropriate .vcxproj file to your solution.
  • DirectXTex_Desktop_2015 is for Windows desktop applications building with VS 2015.
  • DirectXTex_Desktop_2013 is for Windows desktop applications building with VS 2013 Express for Desktop, VS 2013 Community, VS 2013 Professional or higher.
  • DirectXTex_Desktop_2012 is for Windows desktop applications building with VS 2012 Express for Desktop, VS 2012 Professional or higher
  • DirectXTex_Windows10 is for universal Windows apps building with VS 2015 targeting Windows 10
  • DirectXTex_Windows81 is for Windows Store apps building with VS 2013 targeting Windows 8.1
  • DirectXTex_Windows8 is for Windows Store apps building with VS 2012 targeting Windows 8
  • DirectXTex_WindowsPhone81 is for Windows phone 8.1 apps building with VS 2013 Update 2 or later.
  • DirectXTex_XboxOneXDK is for Xbox One exclusive apps building with VS 2012 using the Xbox One XDK
  • DirectXTex_XboxOneADK is for Xbox One hub apps building with VS 2012 using the Xbox One ADK
In your application's project, right-click on the Project and use "References...", then "Add New Reference...", and then check the DirectXTex project name and click OK. For a Windows Store app, Windows phone, or Xbox One solution, you need to set Reference Assembly Output to false since DirectXTex is a static C++ library and not a WinRT component.

In your application's project settings, on the "C++ / General" page set Configuration to "All Configurations", set Platform to "All Platforms", and then add the relative path to DirectXTex;--assuming you have the DirectXTex folder in the same directory as your sln file, it should be $(SolutionDir$)\DirectXTex;--to the Additional Include Directories properties. Click Apply.

Note: DirectXTex is not supported on Windows Phone 8.0, because WIC is not available on that platform. The .DDS files it generates are suitable for use on Windows Phone 8.x assuming the pixel format is supported by the device (currently Feature Level 9.3).

Release Notes

  • The alpha mode specification for DDS files was updated between the March 2013 and April 2013 releases. Any DDS files created using the DDS_FLAGS_FORCE_DX10_EXT_MISC2 flag or the texconv -dx10 switch using the March 2013 release should be refreshed.
  • 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.
  • 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).
  • 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.

Last edited Jul 30, 2015 at 12:54 AM by walbourn, version 49