[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>
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2 changed files with 129 additions and 107 deletions
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@ -1,3 +1,6 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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@ -48,7 +51,13 @@ ImageInfo::ImageInfo(const TICEntry& config) noexcept {
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config.texture_type != TextureType::Texture2DNoMipmap) {
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ASSERT(!config.IsPitchLinear());
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}
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switch (config.texture_type) {
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//Normalize so that the 1D that actually uses layers is treated as 1DArray
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TextureType tex_type = config.texture_type;
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if (tex_type == TextureType::Texture1D &&
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(config.Depth() > 1 || config.BaseLayer() != 0)) {
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tex_type = TextureType::Texture1DArray;
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}
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switch (tex_type) {
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case TextureType::Texture1D:
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ASSERT(config.BaseLayer() == 0);
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type = ImageType::e1D;
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@ -56,10 +65,9 @@ ImageInfo::ImageInfo(const TICEntry& config) noexcept {
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resources.layers = 1;
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break;
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case TextureType::Texture1DArray:
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UNIMPLEMENTED_IF(config.BaseLayer() != 0);
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type = ImageType::e1D;
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size.width = config.Width();
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resources.layers = config.Depth();
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resources.layers = config.BaseLayer() + config.Depth();
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break;
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case TextureType::Texture2D:
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case TextureType::Texture2DNoMipmap:
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@ -1,3 +1,6 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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@ -27,26 +30,42 @@ constexpr u8 RENDER_TARGET_SWIZZLE = std::numeric_limits<u8>::max();
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} // Anonymous namespace
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ImageViewInfo::ImageViewInfo(const TICEntry& config, s32 base_layer) noexcept
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: format{PixelFormatFromTIC(config)}, x_source{CastSwizzle(config.x_source)},
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y_source{CastSwizzle(config.y_source)}, z_source{CastSwizzle(config.z_source)},
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: format{PixelFormatFromTIC(config)},
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x_source{CastSwizzle(config.x_source)},
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y_source{CastSwizzle(config.y_source)},
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z_source{CastSwizzle(config.z_source)},
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w_source{CastSwizzle(config.w_source)} {
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range.base = SubresourceBase{
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.level = static_cast<s32>(config.res_min_mip_level),
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.layer = base_layer,
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};
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range.extent.levels = config.res_max_mip_level - config.res_min_mip_level + 1;
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switch (config.texture_type) {
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TextureType tex_type = config.texture_type;
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//normalize 1D texture with many layers
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if (tex_type == TextureType::Texture1D &&
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(config.Depth() > 1 || base_layer != 0)) {
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tex_type = TextureType::Texture1DArray;
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}
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switch (tex_type) {
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case TextureType::Texture1D:
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ASSERT(config.Height() == 1);
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ASSERT(config.Depth() == 1);
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type = ImageViewType::e1D;
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break;
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case TextureType::Texture1DArray:
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ASSERT(config.Height() == 1);
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type = ImageViewType::e1DArray;
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range.extent.layers = config.Depth();
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break;
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case TextureType::Texture2D:
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case TextureType::Texture2DNoMipmap:
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ASSERT(config.Depth() == 1);
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type = config.normalized_coords ? ImageViewType::e2D : ImageViewType::Rect;
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break;
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case TextureType::Texture2DArray:
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type = ImageViewType::e2DArray;
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range.extent.layers = config.Depth();
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break;
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case TextureType::Texture3D:
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type = ImageViewType::e3D;
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break;
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@ -55,21 +74,16 @@ ImageViewInfo::ImageViewInfo(const TICEntry& config, s32 base_layer) noexcept
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type = ImageViewType::Cube;
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range.extent.layers = 6;
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break;
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case TextureType::Texture1DArray:
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type = ImageViewType::e1DArray;
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range.extent.layers = config.Depth();
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break;
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case TextureType::Texture2DArray:
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type = ImageViewType::e2DArray;
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range.extent.layers = config.Depth();
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break;
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case TextureType::Texture1DBuffer:
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type = ImageViewType::Buffer;
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break;
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case TextureType::TextureCubeArray:
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type = ImageViewType::CubeArray;
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range.extent.layers = config.Depth() * 6;
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break;
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case TextureType::Texture1DBuffer:
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type = ImageViewType::Buffer;
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break;
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default:
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ASSERT_MSG(false, "Invalid texture_type={}", static_cast<int>(config.texture_type.Value()));
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break;
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