[Textures] Normalize 1D TICs that use layers to 1DArray; (#274)

Some TIC entries are tagged Texture1D but actually use array layers so previously it was marked as simple 1D and hence the assert, this fixes the said issue(Depth > 1 or baseLayer != 0).
Games fixed- God Eater 3

Reviewed-on: #274
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: wildcard <wildcard@eden-emu.dev>
Co-committed-by: wildcard <wildcard@eden-emu.dev>
This commit is contained in:
wildcard 2025-08-19 02:28:17 +02:00 committed by crueter
parent 77b3f159af
commit 12f5a96f01
Signed by: crueter
GPG key ID: 425ACD2D4830EBC6
2 changed files with 129 additions and 107 deletions

View file

@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@ -48,7 +51,13 @@ ImageInfo::ImageInfo(const TICEntry& config) noexcept {
config.texture_type != TextureType::Texture2DNoMipmap) {
ASSERT(!config.IsPitchLinear());
}
switch (config.texture_type) {
//Normalize so that the 1D that actually uses layers is treated as 1DArray
TextureType tex_type = config.texture_type;
if (tex_type == TextureType::Texture1D &&
(config.Depth() > 1 || config.BaseLayer() != 0)) {
tex_type = TextureType::Texture1DArray;
}
switch (tex_type) {
case TextureType::Texture1D:
ASSERT(config.BaseLayer() == 0);
type = ImageType::e1D;
@ -56,10 +65,9 @@ ImageInfo::ImageInfo(const TICEntry& config) noexcept {
resources.layers = 1;
break;
case TextureType::Texture1DArray:
UNIMPLEMENTED_IF(config.BaseLayer() != 0);
type = ImageType::e1D;
size.width = config.Width();
resources.layers = config.Depth();
resources.layers = config.BaseLayer() + config.Depth();
break;
case TextureType::Texture2D:
case TextureType::Texture2DNoMipmap:

View file

@ -1,3 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
@ -27,26 +30,42 @@ constexpr u8 RENDER_TARGET_SWIZZLE = std::numeric_limits<u8>::max();
} // Anonymous namespace
ImageViewInfo::ImageViewInfo(const TICEntry& config, s32 base_layer) noexcept
: format{PixelFormatFromTIC(config)}, x_source{CastSwizzle(config.x_source)},
y_source{CastSwizzle(config.y_source)}, z_source{CastSwizzle(config.z_source)},
: format{PixelFormatFromTIC(config)},
x_source{CastSwizzle(config.x_source)},
y_source{CastSwizzle(config.y_source)},
z_source{CastSwizzle(config.z_source)},
w_source{CastSwizzle(config.w_source)} {
range.base = SubresourceBase{
.level = static_cast<s32>(config.res_min_mip_level),
.layer = base_layer,
};
range.extent.levels = config.res_max_mip_level - config.res_min_mip_level + 1;
switch (config.texture_type) {
TextureType tex_type = config.texture_type;
//normalize 1D texture with many layers
if (tex_type == TextureType::Texture1D &&
(config.Depth() > 1 || base_layer != 0)) {
tex_type = TextureType::Texture1DArray;
}
switch (tex_type) {
case TextureType::Texture1D:
ASSERT(config.Height() == 1);
ASSERT(config.Depth() == 1);
type = ImageViewType::e1D;
break;
case TextureType::Texture1DArray:
ASSERT(config.Height() == 1);
type = ImageViewType::e1DArray;
range.extent.layers = config.Depth();
break;
case TextureType::Texture2D:
case TextureType::Texture2DNoMipmap:
ASSERT(config.Depth() == 1);
type = config.normalized_coords ? ImageViewType::e2D : ImageViewType::Rect;
break;
case TextureType::Texture2DArray:
type = ImageViewType::e2DArray;
range.extent.layers = config.Depth();
break;
case TextureType::Texture3D:
type = ImageViewType::e3D;
break;
@ -55,21 +74,16 @@ ImageViewInfo::ImageViewInfo(const TICEntry& config, s32 base_layer) noexcept
type = ImageViewType::Cube;
range.extent.layers = 6;
break;
case TextureType::Texture1DArray:
type = ImageViewType::e1DArray;
range.extent.layers = config.Depth();
break;
case TextureType::Texture2DArray:
type = ImageViewType::e2DArray;
range.extent.layers = config.Depth();
break;
case TextureType::Texture1DBuffer:
type = ImageViewType::Buffer;
break;
case TextureType::TextureCubeArray:
type = ImageViewType::CubeArray;
range.extent.layers = config.Depth() * 6;
break;
case TextureType::Texture1DBuffer:
type = ImageViewType::Buffer;
break;
default:
ASSERT_MSG(false, "Invalid texture_type={}", static_cast<int>(config.texture_type.Value()));
break;