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TGA I O Functions

Chuck Walbourn edited this page Sep 22, 2020 · 19 revisions

The Targa Truvision (.TGA) format is commonly used as a texture source file format in game development, but this format is not supported by any built-in WIC codec. These functions implement a simple reader and writer for this format.

GetMetadataFromTGAMemory, GetMetadataFromTGAFile

Returns the TexMetadata metadata from a .TGA file.

HRESULT GetMetadataFromTGAMemory( const void* pSource, size_t size,
    TGA_FLAGS flags,
    TexMetadata& metadata );

HRESULT GetMetadataFromTGAFile( const wchar_t* szFile,
    TGA_FLAGS flags,
    TexMetadata& metadata );

LoadFromTGAMemory, LoadFromTGAFile

Loads a .TGA file.

HRESULT LoadFromTGAMemory( const void* pSource, size_t size,
    TGA_FLAGS flags,
    TexMetadata* metadata, ScratchImage& image );

HRESULT LoadFromTGAFile( const wchar_t* szFile,
    TGA_FLAGS flags,
    TexMetadata* metadata, ScratchImage& image );

SaveToTGAMemory, SaveToTGAFile

Saves an image to a .TGA file.

HRESULT SaveToTGAMemory( const Image& image,
    TGA_FLAGS flags,
    Blob& blob,
    const TexMetadata* metadata = nullptr );

HRESULT SaveToTGAFile( const Image& image,
    TGA_FLAGS flags,
    const wchar_t* szFile,
    const TexMetadata* metadata = nullptr );
  • R8G8B8A8_UNORM, R8G8B8A8_UNORM_SRGB, B8G8R8A8_UNORM, and B8G8R8A8_UNORM_SRGB data are written as a 32-bit truecolor uncompressed .TGA file

  • B8G8R8X8_UNORM and B8G8R8X8_UNORM_SRGB data is written as a 24-bit truecolor uncompressed .TGA file

  • B5G5R5A1_UNORM data is written as a 16-bit truecolor uncompressed .TGA file

  • R8_UNORM and A8_UNORM data is written as an 8-bit uncompressed greyscale .TGA file

Parameters

For the load functions, the metadata parameter can be nullptr as this information is also available in the returned ScratchImage.

For the save functions, a TGA 2.0 extension footer is written if metadata is non-null. It sets a 2.2 gamma for SRGB formats, and includes the alpha mode.

Support for writing the TGA 2.0 extension footer was added in DirectXTex for October 2019.

TGA_FLAGS was added to DirectXTex for September 2020. Prior to that, these functions didn't take a flags parameter. For code compatibility, the library continues to support the non-flags version which forwards with TGA_FLAGS_NONE.

Examples

This is a simple loading example. The TGA format cannot contain complicated multi-image formats, so the TexMetadata info is redundant information.

auto image = std::make_unique<ScratchImage>();
HRESULT hr = LoadFromTGAFile( L"ROCKS.TGA", TGA_FLAGS_NONE, nullptr, *image );
if ( FAILED(hr) )
    // error

A TGA file can only store one 2D image.

const Image* img = image->GetImage(0,0,0);
assert( img );
HRESULT hr = SaveToTGAFile( *img, TGA_FLAGS_NONE, L"NEW_IMAGE.TGA" );
if ( FAILED(hr) )
    // error

You can also save data directly from memory without using the intermediate ScratchImage at all. This example assumes a single 2D image is being written out.

Image img;
img.width = /*<width of pixel data>*/;
img.height = /*<height of pixel data>*/;
img.format = /*<a DXGI format from the supported list above>*/;
img.rowPitch = /*<number of bytes in a scanline of the source data>*/;
img.slicePitch = /*<number of bytes in the entire 2D image>*/;
img.pixels = /*<pointer to pixel data>*/;
HRESULT hr = SaveToTGAFile( img, TGA_FLAGS_NONE, L"NEW_IMAGE.TGA" );
if ( FAILED(hr) )
    // error

Related Flags

  • TGA_FLAGS_NONE is the default.

  • TGA_FLAGS_BGR indicates you want 24bpp data returned as DXGI_FORMAT_B8G8R8X8_UNORM, and 32bpp returned as DXGI_FORMAT_B8G8R8A8_UNORM which are DXGI 1.1 formats. Normally these are returned as DXGI_FORMAT_R8G8B8A8_UNORM.

  • TGA_FLAGS_ALLOW_ALL_ZERO_ALPHA indicates you want any all-zero alpha channel found in a 16bpp or 32bpp TGA left as all zeros. Normally these are converted to opaque (i.e. 255) when returned as an alpha channel by the reader.

Implementation Notes

  • The reader does not support .TGA files that contain color maps (which are rare in practice)
  • The reader does not support interleaved files (this feature was deprecated)
  • The reader only supports 8-bit greyscale, 16-bit truecolor, 24-bit truecolor, and 32-bit truecolor images
  • The writer always creates uncompressed files, although the reader can load RLE compressed files
  • The reader does not support the TGA header extension metadata, which is ignored by the reader except for the alpha mode. The writer can optionally write the TGA 2.0 extension area.
  • For 16-bit and 32-bit truecolor images, there is a special-case fixup if the entire alpha channel is 0. It is modified to be fully opaque unless you use TGA_FLAGS_ALLOW_ALL_ZERO_ALPHA.

Windows Store apps

File access and permissions (Windows Runtime apps)

Load

If you wish to load an image from a file that is specified by the user from a WinRT picker, you will need to copy the file locally to a temporary location before you can use LoadFromTGAFile on it. This is because you either won't have file access rights to the user's file location, or the StorageFile is actually not a local file system path (i.e. it's a URL).

// Using C++/CX (/ZW) and the Parallel Patterns Library (PPL)
create_task(openPicker->PickSingleFileAsync()).then([this](StorageFile^ file)
{
    if (file)
    {
        auto tempFolder = Windows::Storage::ApplicationData::Current->TemporaryFolder;
        create_task(file->CopyAsync( tempFolder, file->Name, NameCollisionOption::GenerateUniqueName )).then([this](StorageFile^ tempFile)
        {
            if ( tempFile )
            {
                HRESULT hr = LoadFromTGAFile( ..., tempFile->Path->Data(), ... );
                DX::ThrowIfFailed(hr);
            }
        });
    });
}

Save

For SaveToTGAFile to succeed, the application must have write access to the destination path. For Windows Store apps, the file access permissions are rather restricted so you'll need to make sure you use a fully qualified path to a valid write folder. A good location to use is the app data folder:

auto folder = Windows::Storage::ApplicationData::Current->LocalFolder;
// use folder->Path->Data() as the path base

If you are going to immediately copy it to another location via StorageFolder, then use the app's temporary folder:

auto folder = Windows::Storage::ApplicationData::Current->TemporaryFolder;
// use folder->Path->Data() as the path base

Further reading

2D graphics format web collection

For Use

  • Universal Windows Platform apps
  • Windows desktop apps
  • Windows 11
  • Windows 10
  • Windows 8.1
  • Windows 7 Service Pack 1
  • Xbox One
  • Xbox Series X|S
  • Windows Subsystem for Linux

Architecture

  • x86
  • x64
  • ARM64

For Development

  • Visual Studio 2022
  • Visual Studio 2019 (16.11)
  • clang/LLVM v12 - v18
  • GCC 10.5, 11.4, 12.3
  • MinGW 12.2, 13.2
  • CMake 3.20

Related Projects

DirectXTex Rust bindings

DirectX Tool Kit for DirectX 11

DirectX Tool Kit for DirectX 12

DirectXMesh

DirectXMath

Tools

Test Suite

Content Exporter

DxCapsViewer

See also

DirectX Landing Page

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