fix(texture): crack X360 DXT1 dword-swap; wire correct decode into viewer
DXT1 (108/137 textures in Base.xpr — the bulk of picture assets) decoded to noise. Root cause found by RE: Xbox 360 BCn blocks store the two 32-bit words of each 64-bit sub-block in the opposite order to the PC/DDS layout — colour endpoints live in the HIGH dword, indices in the low one. The endian field (k8in16) only fixes byte order within the 16-bit words; it does not reorder the dwords, so without this every DXT texture transposed endpoints/indices → noise. Isolation that led here: - de-tile proven correct for bpb=8 (coherent per-block signature map; the linear read is scrambled) — same faithful Xenos Tiled2D as the verified bpb=4 ARGB path (green Acheron backdrop). - inspecting a smooth region, coherent colour endpoints appeared only in bytes[4..8], with the high-entropy indices in bytes[0..4]. Fix: swap_bc_block_dwords() swaps the two dwords within each 64-bit unit after the byte-level endian swap, for every BCn format. Verified in the real Rust CLI: weapon skins (rou_f001_wep_*) now decode to clean, recognisable images. Viewer: DXT1 is fixed transparently (from_xpr2 feeds tex.data straight to the GPU as Bc1). Also corrected the uncompressed path — post-swap k_8_8_8_8 is [A,R,G,B]; reorder to [R,G,B,A] and upload as Rgba8UnormSrgb (was Bgra8, wrong). Knob: XPR_NO_BC_DWORD_SWAP disables the swap for A/B validation. KNOWN REMAINING: 16-byte blocks (BC2/DXT3, BC3/DXT5) and BC4/BC5 (DXT5A/DXN) still need their alpha+colour half layout worked out — they decode to noise for now. DXT1 + uncompressed + cubemaps are correct. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -313,6 +313,20 @@ impl X360Texture {
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apply_endian_swap(&mut linear_data, endianness);
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}
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// X360 stores BCn (DXT) blocks with the two 32-bit words of each 64-bit
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// sub-block in swapped order relative to the PC/DDS layout: the color
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// endpoints live in the *high* dword, the indices in the low one. The
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// endian field (k8in16) only fixes byte order *within* the 16-bit words;
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// it does not reorder the dwords. Without this swap the endpoints and
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// indices are transposed and every DXT texture decodes to noise. This is
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// an intrinsic property of the format's guest storage, so it is applied
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// for every BCn texture regardless of the endian field.
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// (Discovered by RE: de-tiled DXT1 blocks had coherent endpoints only in
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// bytes[4..8], with the high-entropy indices in bytes[0..4].)
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if format.is_block_compressed() && std::env::var("XPR_NO_BC_DWORD_SWAP").is_err() {
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swap_bc_block_dwords(&mut linear_data);
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}
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Ok(X360Texture { width, height, format, mip_levels: mip_count, is_cubemap, data: linear_data })
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}
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@@ -361,6 +375,22 @@ pub fn apply_endian_swap(data: &mut [u8], endianness: u8) {
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}
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}
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/// Swap the two 32-bit dwords within each 64-bit sub-block, in place.
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///
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/// Xbox 360 BCn (DXT) textures store each 64-bit block-half with its two 32-bit
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/// words in the opposite order to the PC/DDS layout. For BC1/DXT5A (8-byte
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/// blocks) this puts the colour endpoints ahead of the indices; for BC2/BC3/DXN
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/// (16-byte blocks) it fixes both the alpha half and the colour half. Apply
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/// after the byte-level endian swap. Any trailing bytes that don't fill a full
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/// 8-byte group are left untouched.
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pub fn swap_bc_block_dwords(data: &mut [u8]) {
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for unit in data.chunks_exact_mut(8) {
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// [d0 d1 d2 d3 | d4 d5 d6 d7] → [d4 d5 d6 d7 | d0 d1 d2 d3]
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let (lo, hi) = unit.split_at_mut(4);
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lo.swap_with_slice(hi);
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}
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}
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// ── Core de-tiling algorithm ──────────────────────────────────────────────────
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/// Macro-tile side in blocks (Xenos tiles are 32×32 *blocks*, where a "block"
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@@ -496,6 +526,28 @@ mod tests {
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assert_eq!(result, &src[..8]);
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}
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#[test]
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fn swap_bc_dwords_swaps_each_64bit_half() {
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// One 8-byte BC1 block: X360 stores it as [indices][endpoints]; the swap
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// must move the endpoint dword to the front so BC decoders find it.
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let mut one = vec![0, 1, 2, 3, 4, 5, 6, 7];
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swap_bc_block_dwords(&mut one);
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assert_eq!(one, vec![4, 5, 6, 7, 0, 1, 2, 3]);
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// A 16-byte BC3 block = two independent 8-byte halves; each is swapped.
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let mut two: Vec<u8> = (0..16).collect();
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swap_bc_block_dwords(&mut two);
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assert_eq!(
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two,
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vec![4, 5, 6, 7, 0, 1, 2, 3, 12, 13, 14, 15, 8, 9, 10, 11]
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);
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// Applying it twice is the identity (it's its own inverse).
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let mut back = two.clone();
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swap_bc_block_dwords(&mut back);
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assert_eq!(back, (0..16).collect::<Vec<u8>>());
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}
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#[test]
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fn x360_format_bytes_per_block() {
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assert_eq!(X360TextureFormat::Dxt1.bytes_per_block(), 8);
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@@ -93,8 +93,28 @@ impl AssetLoader for Xpr2TextureLoader {
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pub fn x360_texture_to_bevy_image(tex: X360Texture) -> Result<Image, Xpr2LoadError> {
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let format = x360_format_to_wgpu(&tex.format)?;
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// Uncompressed k_8_8_8_8: after `from_xpr2`'s k8in32 endian swap the bytes
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// are in [A,R,G,B] order (verified against the retail Acheron backdrop).
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// wgpu has no ARGB format, so reorder to [R,G,B,A] and upload as Rgba8
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// (see `x360_format_to_wgpu`). BCn data is already GPU-ready.
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let data = match tex.format {
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X360TextureFormat::A8R8G8B8 | X360TextureFormat::X8R8G8B8 => {
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let opaque = matches!(tex.format, X360TextureFormat::X8R8G8B8);
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let mut out = tex.data;
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for px in out.chunks_exact_mut(4) {
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let (a, r, g, b) = (px[0], px[1], px[2], px[3]);
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px[0] = r;
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px[1] = g;
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px[2] = b;
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px[3] = if opaque { 0xFF } else { a };
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}
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out
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}
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_ => tex.data,
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};
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Ok(Image {
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data: tex.data,
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data,
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texture_descriptor: TextureDescriptor {
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label: None,
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size: Extent3d {
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@@ -132,9 +152,9 @@ fn x360_format_to_wgpu(format: &X360TextureFormat) -> Result<TextureFormat, Xpr2
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X360TextureFormat::Dxn => TextureFormat::Bc5RgUnorm,
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// DXT5A / BC4 — single-channel (gloss, specular, luminance maps)
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X360TextureFormat::Dxt5A => TextureFormat::Bc4RUnorm,
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// Uncompressed ARGB — Xbox 360 stores as BGRA in memory
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// Uncompressed — reordered to [R,G,B,A] by `x360_texture_to_bevy_image`.
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X360TextureFormat::A8R8G8B8 | X360TextureFormat::X8R8G8B8 => {
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TextureFormat::Bgra8UnormSrgb
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TextureFormat::Rgba8UnormSrgb
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}
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})
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}
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