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DDSTextureLoader

Chuck Walbourn edited this page Jul 30, 2022 · 64 revisions
DirectXTK

This is a simple light-weight DirectDraw Surface (.dds) file loader. This is the traditional texture file container for DirectX. This loader performs no pixel data conversions (see Remarks for more details). This is ideal for runtime usage, and supports the full complement of Direct3D 12 texture resources (1D, 2D, volume maps, cubemaps, mipmap levels, texture arrays, cubemap arrays, Block Compressed formats, etc.). It supports both legacy DDPIXELFORMAT and 'DX10' DXGI_FORMAT extension header format .dds files.

A standalone version is included in DirectXTex for Direct3D 9, Direct3D 11, and Direct3D 12. Be sure to add both the h and cpp file to your project.

To load legacy files that require runtime format conversion (i.e. 24bpp RGB files), use DirectXTex or convert them with the texconv utility.

To load FourCC "XBOX" variant .DDS files, use XboxDDSTextureLoader, which is supported by the xtexconv utility.

Related tutorial: Sprites and textures

Header

#include <DDSTextureLoader.h>

Functions

CreateDDSTextureFromMemory

Loads a .DDS file assuming the image of the file is located in a memory buffer. Creates a Direct3D 12 resource. The texture data upload is queued to the provided ResourceUploadBatch.

HRESULT CreateDDSTextureFromMemory(
    ID3D12Device* device,
    ResourceUploadBatch& resourceUpload,
    const uint8_t* ddsData,
    size_t ddsDataSize,
    ID3D12Resource** texture,
    bool generateMipsIfMissing = false,
    size_t maxsize = 0,
    DDS_ALPHA_MODE* alphaMode = nullptr,
    bool* isCubeMap = nullptr);

CreateDDSTextureFromFile

Loads a .DDS file from disk and creates a Direct3D 12 resource. The texture data upload is queued to the provided ResourceUploadBatch.

HRESULT CreateDDSTextureFromFile(
    ID3D12Device* device,
    ResourceUploadBatch& resourceUpload,
    const wchar_t* szFileName,
    ID3D12Resource** texture,
    bool generateMipsIfMissing = false,
    size_t maxsize = 0,
    DDS_ALPHA_MODE* alphaMode = nullptr,
    bool* isCubeMap = nullptr);

CreateDDSTextureFromMemoryEx, CreateDDSTextureFromFileEx

These versions provide explicit control over the created resource's flags (the standard version default to D3D12_RESOURCE_FLAG_NONE).

There is also a loadFlags parameter. The flags are DDS_LOADER_DEFAULT, DDS_LOADER_FORCE_SRGB, DDS_LOADER_IGNORE_SRGB, DDS_LOADER_MIP_AUTOGEN, and DDS_LOADER_MIP_RESERVE.

HRESULT CreateDDSTextureFromMemoryEx(
    ID3D12Device* device,
    ResourceUploadBatch& resourceUpload,
    const uint8_t* ddsData,
    size_t ddsDataSize,
    size_t maxsize,
    D3D12_RESOURCE_FLAGS resFlags,
    DDS_LOADER_FLAGS loadFlags,
    ID3D12Resource** texture,
    DDS_ALPHA_MODE* alphaMode = nullptr,
    bool* isCubeMap = nullptr);

HRESULT CreateDDSTextureFromFileEx(
    ID3D12Device* device,
    ResourceUploadBatch& resourceUpload,
    const wchar_t* szFileName,
    size_t maxsize,
    D3D12_RESOURCE_FLAGS resFlags,
    DDS_LOADER_FLAGS loadFlags,
    ID3D12Resource** texture,
    DDS_ALPHA_MODE* alphaMode = nullptr,
    bool* isCubeMap = nullptr);

The DDS_LOADER_FORCE_SRGB flag provides an option for working around gamma issues with content that is in the sRGB or similar color space but is not encoded explicitly as an SRGB format. This will force the resource format be one of the of DXGI_FORMAT_*_SRGB formats if it exist. Note that no pixel data conversion takes place. The DDS_LOADER_IGNORE_SRGB flag does the opposite; it will force the resource format to not have the _*_SRGB version.

The DDS_LOADER_MIP_AUTOGEN is the same as the generateMipsIfMissing parameter for the non-Ex versions which creates space for the additional mipchains and then auto-generates them from the base image.

The DDS_LOADER_MIP_RESERVE flag is used to create the extra mipchains but leave them uninitialized. This is useful if your application will do the auto-generation through it's own implementation.

The loadFlags parameter was previously bool forceSRGB and bool generateMipsIfMissing.

Non-upload versions

The Create loaders rely on the ResourceUploadBatch class to manage the GPU upload. For applications where you want to handle the upload directly, you can make use of:

HRESULT LoadDDSTextureFromMemory(
    ID3D12Device* d3dDevice,
    const uint8_t* ddsData,
    size_t ddsDataSize,
    ID3D12Resource** texture,
    std::vector<D3D12_SUBRESOURCE_DATA>& subresources,
    size_t maxsize = 0,
    DDS_ALPHA_MODE* alphaMode = nullptr,
    bool* isCubeMap = nullptr);

HRESULT LoadDDSTextureFromFile(
    ID3D12Device* d3dDevice,
    const wchar_t* szFileName,
    ID3D12Resource** texture,
    std::unique_ptr<uint8_t[]>& ddsData,
    std::vector<D3D12_SUBRESOURCE_DATA>& subresources,
    size_t maxsize = 0,
    DDS_ALPHA_MODE* alphaMode = nullptr,
    bool* isCubeMap = nullptr);

HRESULT LoadDDSTextureFromMemoryEx(
    ID3D12Device* d3dDevice,
    const uint8_t* ddsData,
    size_t ddsDataSize,
    size_t maxsize,
    D3D12_RESOURCE_FLAGS resFlags,
    DDS_LOADER_FLAGS loadFlags,
    ID3D12Resource** texture,
    std::vector<D3D12_SUBRESOURCE_DATA>& subresources,
    DDS_ALPHA_MODE* alphaMode = nullptr,
    bool* isCubeMap = nullptr);

HRESULT LoadDDSTextureFromFileEx(
    ID3D12Device* d3dDevice,
    const wchar_t* szFileName,
    size_t maxsize,
    D3D12_RESOURCE_FLAGS resFlags,
    DDS_LOADER_FLAGS loadFlags,
    ID3D12Resource** texture,
    std::unique_ptr<uint8_t[]>& ddsData,
    std::vector<D3D12_SUBRESOURCE_DATA>& subresources,
    DDS_ALPHA_MODE* alphaMode = nullptr,
    bool* isCubeMap = nullptr);

These functions create the texture resource and return the initialization data in ddsData which is pointed into by the vector of subresources. The ddsData object "owns" the memory, but the exact offsets into the image data for each miplevel/array items/volume slice are returned in subresources.

Note these functions don't support mipmaps generation, but do support reserving space for mipmaps.

The Create functions are not included in the stand-alone copy of DDSTextureLoader12 that is included with DirectXTex, only the Load functions.

Parameters

For cubemaps, this is indicated by the return value of isCubeMap since there's no DirectX resource flag related to cubemaps vs. standard texture arrays in Direct3D 12.

For auto-gen mipmaps for missing or partial mipchains, set the generateMipsIfMissing parameter to true or loadFlags to DDS_LOADER_MIP_AUTOGEN. Note that automatic mipmap generation for Direct3D 12 is not supported by the runtime or driver, and is implemented in ResourceUploadBatch.

If maxsize parameter non-zero, then all mipmap levels larger than the maxsize are ignored before creating the Direct3D 12 resource. This allows for load-time scaling. If '0', then if the attempt to create the Direct3D 12 resource fails and there are mipmaps present, it will retry assuming a maxsize of D3D12_REQ_TEXTURE2D_U_OR_V_DIMENSION (16384).

The last optional parameter alphaMode is a pointer to return the alpha mode of the .DDS file, or it can be nullptr. This can be one of the following values to return information about the alpha channel if present in the file:

  • DDS_ALPHA_MODE_UNKNOWN (0) - This is the default for most .DDS files if the specific metadata isn't present, and it's up to the application to know if it's really something else. Viewers should assume the alpha channel is intended for 'normal' alpha blending.
  • DDS_ALPHA_MODE_STRAIGHT (1) - This indicates that the alpha channel if present is assumed to be using 'straight' alpha. Viewers should use the alpha channel with 'normal' alpha blending.
  • DDS_ALPHA_MODE_PREMULTIPLIED (2) - This indicates the alpha channel if present is premultiplied alpha. This information is only present if the file is written using the latest version of the "DX10" extended header, or if the file is BC2/BC3 with the "DXT2"/"DXT4" FourCC which are explicitly stored as premultiplied alpha. Viewers should use the alpha channel with premultiplied alpha blending.
  • DDS_ALPHA_MODE_OPAQUE (3) - This indicates that the alpha channel if present is fully opaque for all pixels. Viewers can assume there is no alpha blending.
  • DDS_ALPHA_MODE_CUSTOM (4) - This indicates the alpha channel if present does not contain transparency (neither straight or premultiplied alpha) and instead is encoding some other channel of information. Viewers should not use the alpha channel for blending, and should instead view it as a distinct image channel.

Resource states

For the Create functions that utilize ResourceUploadBatch, the texture resources will be in the D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE state if using a Direct command queue.

If using a Compute or Copy command queue, the resource state will be left in D3D12_RESOURCE_STATE_COPY_DEST.

Requests to generate mips are ignored if the upload batch is set to use a Copy command queue since that does not support the required compute shader functionality.

To render all resources need to be in the proper state. With Windows PC, common state promotion will typically fix this up. For Xbox One where this feature is optional or for other usage scenarios, you need to insert resource barriers for transitioning the resource state.

TransitionResource(commandList, tex.Get(),
    D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);

Example

This loads a texture, and ResourceUploadBatch performs the upload.

ComPtr<ID3D12Resource> tex;

ResourceUploadBatch resourceUpload(device);

resourceUpload.Begin();

DX::ThrowIfFailed(
    CreateDDSTextureFromFile(device, resourceUpload, L"texture.dds",
        tex.ReleaseAndGetAddressOf())
);

// Upload the resources to the GPU.
auto uploadResourcesFinished = resourceUpload.End(m_deviceResources->GetCommandQueue());

// Wait for the upload thread to terminate
uploadResourcesFinished.wait();

If handling your own upload, use the Load functions:

std::unique_ptr<uint8_t[]> ddsData;
std::vector<D3D12_SUBRESOURCE_DATA> subresources;
DX::ThrowIfFailed(
    LoadDDSTextureFromFile(device, L"texture.dds", tex.ReleaseAndGetAddressOf(),
        ddsData, subresources));

const UINT64 uploadBufferSize = GetRequiredIntermediateSize(tex.Get(), 0,
    static_cast<UINT>(subresources.size()));

// Create the GPU upload buffer.
CD3DX12_HEAP_PROPERTIES heapProps(D3D12_HEAP_TYPE_UPLOAD);

auto desc = CD3DX12_RESOURCE_DESC::Buffer(uploadBufferSize);

ComPtr<ID3D12Resource> uploadRes;
DX::ThrowIfFailed(
    device->CreateCommittedResource(
        &heapProps,
        D3D12_HEAP_FLAG_NONE,
        &desc,
        D3D12_RESOURCE_STATE_GENERIC_READ,
        nullptr,
        IID_PPV_ARGS(uploadRes.GetAddressOf())));

UpdateSubresources(commandList, tex.Get(), uploadRes.Get(),
    0, 0, static_cast<UINT>(subresources.size()), subresources.data());

auto barrier = CD3DX12_RESOURCE_BARRIER::Transition(tex.Get(),
    D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
commandList->ResourceBarrier(1, &barrier);

DX::ThrowIfFailed(commandList->Close());
m_deviceResources->GetCommandQueue()->ExecuteCommandLists(1,
    CommandListCast(&commandList));

In order to actually render with this texture, you must create a texture heap descriptor and associate it with the loaded resource. Often this is done using the DirectXHelpers function CreateShaderResourceView:

CreateShaderResourceView(device, tex.Get(),
    resourceDescriptors->GetCpuHandle(Descriptors::MyTexture));

Then to draw you use resourceDescriptors->GetGpuHandle(Descriptors::MyTexture) and set the descriptor heap with SetDescriptorHeaps. See DescriptorHeap for more information.

Remarks

This code is based on the legacy DirectX SDK sample DDSWithoutD3DX texture loading code for Direct3D 9 / Direct3D 11.

Auto-gen mipmaps are only supported for 2D non-array textures. If the format is unsupported for auto-gen mipmaps by the device or if a copy command queue was provided to the ResourceUploadBatch, then the request for autogen mips via generateMipsIfMissing or DDS_LOADER_MIP_AUTOGEN will be ignored.

When applying maxsize and 'stripping' mipmaps on a BC compressed texture, the function may fail if the appropriately sized mipchain is not a muliple-of-4 in width & height as required by Direct3D. The only way to ensure that any given mip meets this requirement is if the top-most level is both a multiple-of-4 and a power-of-2.

Does not support loading depth/stencil formats which are planar for DirectX 12, but not for DirectX 11.

DDSTextureLoader performs no run-time conversions. Therefore, it only loads DDS content that directly maps to a DXGI format:

D3DFMT DXGI
D3DFMT_A8B8G8R8 DXGI_FORMAT_R8G8B8A8_UNORM
D3DFMT_A8R8G8B8 DXGI_FORMAT_B8G8R8A8_UNORM
D3DFMT_X8R8G8B8 DXGI_FORMAT_B8G8R8X8_UNORM
D3DFMT_A2B10G10R10* DXGI_FORMAT_R10G10B10A2_UNORM
D3DFMT_G16R16 DXGI_FORMAT_R16G16_UNORM
D3DFMT_A1R5G5B5 DXGI_FORMAT_B5G5R5A1_UNORM
D3DFMT_R5G6B5 DXGI_FORMAT_B5G6R5_UNORM
D3DFMT_A4R4G4B4 DXGI_FORMAT_B4G4R4A4_UNORM
D3DFMT_A8L8 DXGI_FORMAT_R8G8_UNORM
D3DFMT_L16 DXGI_FORMAT_R16_UNORM
D3DFMT_L8 DXGI_FORMAT_R8_UNORM
D3DFMT_A8 DXGI_FORMAT_A8_UNORM
D3DFMT_Q8W8V8U8 DXGI_FORMAT_R8G8B8A8_SNORM
D3DFMT_V16U16 DXGI_FORMAT_R16G16_SNORM
D3DFMT_V8U8 DXGI_FORMAT_R8G8_SNORM
"DXT1" DXGI_FORMAT_BC1_UNORM
"DXT2"
"DXT3"
DXGI_FORMAT_BC2_UNORM
"DXT4"
"DXT5"
DXGI_FORMAT_BC3_UNORM
"ATI1"
"BC4U"
DXGI_FORMAT_BC4_UNORM
"BC4S" DXGI_FORMAT_BC4_SNORM
"ATI2"
"BC5U"
DXGI_FORMAT_BC5_UNORM
"BC5S" DXGI_FORMAT_BC5_SNORM
"RGBG" DXGI_FORMAT_R8G8_B8G8_UNORM
"GRGB" DXGI_FORMAT_G8R8_G8B8_UNORM
"YUY2" DXGI_FORMAT_YUY2
D3DFMT_A16B16G16R16 DXGI_FORMAT_R16G16B16A16_UNORM
D3DFMT_Q16W16V16U16 DXGI_FORMAT_R16G16B16A16_SNORM
D3DFMT_R16F DXGI_FORMAT_R16_FLOAT
D3DFMT_G16R16F DXGI_FORMAT_R16G16_FLOAT
D3DFMT_A16B16G16R16F DXGI_FORMAT_R16G16B16A16_FLOAT
D3DFMT_R32F DXGI_FORMAT_R32_FLOAT
D3DFMT_G32R32F DXGI_FORMAT_R32G32_FLOAT
D3DFMT_A32B32G32R32F DXGI_FORMAT_R32G32B32A32_FLOAT
"DX10" DDS_HEADER_DXT10.dxgiFormat

If there is not a direct mapping to a DXGI supported format, the function fails. You can make use of the DirectXTex library or texconv tool to convert legacy Direct3D9 .DDS files to a supported format. Legacy formats which require conversion include:

D3DFMT Notes
D3DFMT_R8G8B8 (24bpp RGB) - Use a 32bpp format
D3DFMT_X8B8G8R8 (32bpp RGBX) - Use BGRX, BGRA, or RGBA
D3DFMT_A2R10G10B10 (BGRA 10:10:10:2) - Use RGBA 10:10:10:2
D3DFMT_X1R5G5B5 (BGR 5:5:5) - Use BGRA 5:5:5:1 or BGR 5:6:5
D3DFMT_A8R3G3B2
D3DFMT_R3G3B2
(BGR 3:3:2) - Expand to a supported format
D3DFMT_P8
D3DFMT_A8P8
(8-bit palette) - Expand to a supported format
D3DFMT_A4L4 (Luminance 4:4) - Expand to a supported format
D3DFMT_UYVY (YUV 4:2:2 16bpp) - Swizzle to YUY2

There's no DXGI format equivalent or obvious conversion for D3DFMT_CxV8U8, D3DFMT_L6V5U5, D3DFMT_X8L8V8U8, or D3DFMT_A2W10V10U10.

Partial cubemaps (i.e. .DDS files without all six faces defined) are not supported by Direct3D 12.

Windows Store apps

For information on using DDSTextureLoader from a Windows Store app or a Universal Windows Platform (UWP) app, see here

Debugging texture loading

If the HRESULT is a success, but you are still having problems using the texture, the next step in debugging is to examine details about the loaded texture. You can do this with the following code:

ComPtr<ID3D12Resource> res;
HRESULT hr = CreateDDSTextureFromFile(d3dDevice.Get(), resourceUpload, L"SEAFLOOR.DDS",
    res.GetAddressOf());
DX::ThrowIfFailed(hr);

auto desc = res->GetDesc();

desc.Dimension is D3D12_RESOURCE_DIMENSION_TEXTURE1D, D3D12_RESOURCE_DIMENSION_TEXTURE2D, or D3D12_RESOURCE_DIMENSION_TEXTURE3D.
desc.Width is the texture width in pixels (of the top most mip level)
desc.Height is the texture height in pixels (of the top most mip level) for 2D and 3D textures
desc.DepthOrArraySize is the number of textures in the array (or 1 if this not an array) for 1D and 2D textures. It is the texture depth (of the top most level) for 3D textures.
desc.MipLevels is the number of mip levels (or 1 if there are no mips)
desc.Format is the DXGI format of the texture resource

DDS Files

This function loads both traditional and FourCC "DX10" variant .DDS files.

DDS on Microsoft Docs

Threading model

The Create functions require a ResourceUploadBatch so they only support submitting content from one thread at a time. You can load on multiple threads if you create a separate ResourceUploadBatch instance per command-list.

The Load functions are fully asynchronous.

Work Submission in Direct3D 12

Further Reading

Textures

Uploading Texture Data Through Buffers

The DDS File Format Lives

Linear-Space Lighting (i.e. Gamma)

Chapter 24. The Importance of Being Linear, GPU Gems 3

Gamma-correct rendering

For Use

  • Universal Windows Platform apps
  • Windows desktop apps
  • Windows 11
  • Windows 10
  • Xbox One
  • Xbox Series X|S

For Development

  • Visual Studio 2022
  • Visual Studio 2019 (16.11)
  • clang/LLVM v12 - v18
  • MinGW 12.2, 13.2
  • CMake 3.20

Related Projects

DirectX Tool Kit for DirectX 11

DirectXMesh

DirectXTex

DirectXMath

Tools

Test Suite

Model Viewer

Content Exporter

DxCapsViewer

See also

DirectX Landing Page

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