DirectDraw Surface

Last updated
DirectDraw Surface
Filename extension
.dds
Internet media type image/vnd-ms.dds
Uniform Type Identifier (UTI) com.microsoft.dds [1]
Magic number 'D' 'D' 'S' ' '
Developed by Microsoft
Initial release1999;25 years ago (1999)
Type of format Image file formats
Website docs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds

The DirectDraw Surface container file format (uses the filename extension DDS), is a Microsoft format for storing data compressed with the previously proprietary S3 Texture Compression (S3TC) algorithm, [2] which can be decompressed in hardware by GPUs. This makes the format useful for storing graphical textures and cubic environment maps as a data file, both compressed and uncompressed. [3] The file extension for this data format is '.dds'. [4]

Contents

History

This format was introduced with DirectX 7.0. In DirectX 8.0, support for volume textures was added. With Direct3D 10, the file format was extended to allow an array of textures to be included, as well as support for new Direct3D 10.x and 11 texture formats. [5]

Initial DDS support landed in GIMP 2.10.10 released on April 4, 2019. [6]

See also

Related Research Articles

<span class="mw-page-title-main">OpenGL</span> Cross-platform graphics API

OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.

<span class="mw-page-title-main">PNG</span> Family of lossless-compression image file formats

Portable Network Graphics is a raster-graphics file format that supports lossless data compression. PNG was developed as an improved, non-patented replacement for Graphics Interchange Format (GIF)—unofficially, the initials PNG stood for the recursive acronym "PNG's not GIF".

PCX, standing for PiCture eXchange, is an image file format developed by the now-defunct ZSoft Corporation of Marietta, Georgia, United States. It was the native file format for PC Paintbrush and became one of the first widely accepted DOS imaging standards, although it has since been succeeded by more sophisticated image formats, such as BMP, JPEG, and PNG. PCX files commonly store palette-indexed images ranging from 2 or 4 colors to 16 and 256 colors, although the format has been extended to record true-color (24-bit) images as well.

Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if it is available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.

Motion JPEG is a video compression format in which each video frame or interlaced field of a digital video sequence is compressed separately as a JPEG image.

ZIP is an archive file format that supports lossless data compression. A ZIP file may contain one or more files or directories that may have been compressed. The ZIP file format permits a number of compression algorithms, though DEFLATE is the most common. This format was originally created in 1989 and was first implemented in PKWARE, Inc.'s PKZIP utility, as a replacement for the previous ARC compression format by Thom Henderson. The ZIP format was then quickly supported by many software utilities other than PKZIP. Microsoft has included built-in ZIP support in versions of Microsoft Windows since 1998 via the "Plus! 98" addon for Windows 98. Native support was added as of the year 2000 in Windows ME. Apple has included built-in ZIP support in Mac OS X 10.3 and later. Most free operating systems have built in support for ZIP in similar manners to Windows and macOS.

The BMP file format or bitmap, is a raster graphics image file format used to store bitmap digital images, independently of the display device, especially on Microsoft Windows and OS/2 operating systems.

Direct3D and OpenGL are both application programming interfaces (APIs) that can be used in applications to render 2D and 3D computer graphics. As of 2005, graphics processing units (GPUs) almost always implement one version of both of these APIs. Examples include: DirectX 9 and OpenGL 2 circa 2004; DirectX 10 and OpenGL 3 circa 2008; and most recently, DirectX 11 and OpenGL 4 circa 2011. GPUs that support more recent versions of the standards are backwards compatible with applications that use the older standards; for example, one can run older DirectX 9 games on a more recent DirectX 11-certified GPU.

In computing, D3DX is a high level API library which is written to supplement Microsoft's Direct3D graphics API. The D3DX library was introduced in Direct3D 7, and subsequently was improved in Direct3D 9. It provides classes for common calculations on vectors, matrices and colors, calculating look-at and projection matrices, spline interpolations, and several more complicated tasks, such as compiling or assembling shaders used for 3D graphic programming, compressed skeletal animation storage and matrix stacks. There are several functions that provide complex operations over 3D meshes like tangent-space computation, mesh simplification, precomputed radiance transfer, optimizing for vertex cache friendliness and strip reordering, and generators for 3D text meshes. 2D features include classes for drawing screen-space lines, text and sprite based particle systems. Spatial functions include various intersection routines, conversion from/to barycentric coordinates and bounding box and sphere generators.

<span class="mw-page-title-main">LHA (file format)</span>

LHA or LZH is a freeware compression utility and associated file format. It was created in 1988 by Haruyasu Yoshizaki, a doctor and originally named LHarc. A complete rewrite of LHarc, tentatively named LHx, was eventually released as LH. It was then renamed to LHA to avoid conflicting with the then-new MS-DOS 5.0 LH command. The original LHA and its Windows port, LHA32, are no longer in development because Yoshizaki is busy at work.

S3 Texture Compression (S3TC) is a group of related lossy texture compression algorithms originally developed by Iourcha et al. of S3 Graphics, Ltd. for use in their Savage 3D computer graphics accelerator. The method of compression is strikingly similar to the previously published Color Cell Compression, which is in turn an adaptation of Block Truncation Coding published in the late 1970s. Unlike some image compression algorithms, S3TC's fixed-rate data compression coupled with the single memory access made it well-suited for use in compressing textures in hardware-accelerated 3D computer graphics. Its subsequent inclusion in Microsoft's DirectX 6.0 and OpenGL 1.3 led to widespread adoption of the technology among hardware and software makers. While S3 Graphics is no longer a competitor in the graphics accelerator market, license fees have been levied and collected for the use of S3TC technology until October 2017, for example in game consoles and graphics cards. The wide use of S3TC has led to a de facto requirement for OpenGL drivers to support it, but the patent-encumbered status of S3TC presented a major obstacle to open source implementations, while implementation approaches which tried to avoid the patented parts existed.

3Dc, also known as DXN, BC5, or Block Compression 5 is a lossy data compression algorithm for normal maps invented and first implemented by ATI. It builds upon the earlier DXT5 algorithm and is an open standard. 3Dc is now implemented by both ATI and Nvidia.

An image file format is a file format for a digital image. There are many formats that can be used, such as JPEG, PNG, and GIF. Most formats up until 2022 were for storing 2D images, not 3D ones. The data stored in an image file format may be compressed or uncompressed. If the data is compressed, it may be done so using lossy compression or lossless compression. For graphic design applications, vector formats are often used. Some image file formats support transparency.

The Windows Imaging Format (WIM) is a file-based disk image format. It was developed by Microsoft to help deploy Windows Vista and subsequent versions of the Windows operating system family, as well as Windows Fundamentals for Legacy PCs.

Windows Display Driver Model is the graphic driver architecture for video card drivers running Microsoft Windows versions beginning with Windows Vista.

Direct2D is a 2D vector graphics application programming interface (API) designed by Microsoft and implemented in Windows 10, Windows 8, Windows 7 and Windows Server 2008 R2, and also Windows Vista and Windows Server 2008.

WebP is a raster graphics file format developed by Google intended as a replacement for JPEG, PNG, and GIF file formats. It supports both lossy and lossless compression, as well as animation and alpha transparency.

<span class="mw-page-title-main">Kepler (microarchitecture)</span> GPU microarchitecture by Nvidia

Kepler is the codename for a GPU microarchitecture developed by Nvidia, first introduced at retail in April 2012, as the successor to the Fermi microarchitecture. Kepler was Nvidia's first microarchitecture to focus on energy efficiency. Most GeForce 600 series, most GeForce 700 series, and some GeForce 800M series GPUs were based on Kepler, all manufactured in 28 nm. Kepler found use in the GK20A, the GPU component of the Tegra K1 SoC, and in the Quadro Kxxx series, the Quadro NVS 510, and Tesla computing modules.

Feature levels in Direct3D define strict sets of features required by certain versions of the Direct3D API and runtime, as well as additional optional feature levels available within the same API version.

References

  1. "CGImageSource.SupportedTypes". Claris FileMaker MBS Plug-in. MonkeyBread Software.
  2. Dominé, Sébastien (March 11, 2003). "Using Texture Compression in OpenGL". NVIDIA Corporation. Archived from the original (PDF) on November 20, 2004. Retrieved 2010-01-29.
  3. Brooker, Darren (2006). Essential CG lighting techniques with 3ds max (2nd ed.). Elsevier. p. 22. ISBN   0-240-52022-X.{{cite book}}: |work= ignored (help)
  4. Ahearn, Luke (2009). 3D Game Textures: Create Professional Game Art Using Photoshop (2nd ed.). Focal Press. p. 55. ISBN   978-0-240-81148-2.
  5. "Programming Guide for DDS". Microsoft. 2010. Retrieved 2010-06-15.
  6. "GIMP - GIMP 2.10.10 Released". www.gimp.org. 7 April 2019. Retrieved 1 April 2021.