feat: initialise workspace — Milestone 1 asset explorer
Three-crate Cargo workspace structured per PROJECT.md spec: - crates/sylpheed-formats — Xbox 360 format parsers (no Bevy) - crates/sylpheed-viewer — Bevy 0.15 asset viewer + egui UI - crates/sylpheed-cli — CLI tools (extract/list/sniff/texture) Milestone 1 features: - XISO disc image reading via xdvdfs 0.8 - XPR2 texture container parsing + Morton de-tiling - D3DFORMAT → wgpu TextureFormat mapping (DXT1/3/5, DXN, ARGB) - Custom Bevy AssetLoader for .xpr files - Orbit camera (LMB orbit, RMB pan, scroll zoom) - egui file browser + RE notes panel - CLI: extract / list / sniff / texture info / texture export - GitHub Actions CI (Linux, macOS, Windows, WASM) - Trunk WASM build config Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
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crates/sylpheed-formats/src/texture.rs
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crates/sylpheed-formats/src/texture.rs
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//! Xbox 360 texture format parsing and de-tiling.
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//!
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//! ## The Problem: GPU Tiling
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//! The Xbox 360 Xenos GPU stores textures in a "tiled" memory layout for
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//! cache efficiency. The tiles are 32×32 texel macro-tiles, and within
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//! each macro-tile the DXT compression blocks are arranged in Morton
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//! (Z-order curve) order. Before we can upload a texture to a modern GPU,
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//! we must "de-tile" it back to a standard linear (row-major) layout.
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//!
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//! ## Reference implementations
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//! - Xenia emulator: `src/xenia/gpu/texture_util.cc`
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//! - RareView (C#): Xbox 360 texture de-tiling
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//! - swizzleinator crate: general console texture unswizzling
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use binrw::{BinRead, binread};
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use thiserror::Error;
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// ── Error type ───────────────────────────────────────────────────────────────
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#[derive(Debug, Error)]
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pub enum TextureError {
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#[error("Invalid texture header magic: expected {expected:?}, got {got:?}")]
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BadMagic { expected: [u8; 4], got: [u8; 4] },
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#[error("Unsupported texture format: 0x{0:02X}")]
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UnsupportedFormat(u8),
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#[error("Buffer too small: need {needed} bytes, have {have}")]
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BufferTooSmall { needed: usize, have: usize },
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#[error("IO error: {0}")]
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Io(#[from] std::io::Error),
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#[error("Parse error: {0}")]
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Parse(#[from] binrw::Error),
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}
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// ── Texture formats ───────────────────────────────────────────────────────────
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/// D3DFORMAT values used by the Xbox 360 SDK for texture data.
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/// These appear in XPR2 headers and in-memory texture descriptors.
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///
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/// Format codes sourced from:
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/// - Xbox 360 SDK documentation (leaked)
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/// - Xenia emulator source (gpu/xenos.h)
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/// - ZenHAX community research
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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#[repr(u8)]
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pub enum X360TextureFormat {
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/// DXT1 / BC1 — 4 bpp, 1-bit alpha
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Dxt1 = 0x52,
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/// DXT3 / BC2 — 8 bpp, 4-bit explicit alpha
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Dxt3 = 0x53,
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/// DXT5 / BC3 — 8 bpp, 8-bit interpolated alpha
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Dxt5 = 0x54,
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/// DXN / BC5 / ATI2 — normal maps, two-channel
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Dxn = 0x71,
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/// Uncompressed A8R8G8B8 — 32 bpp
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A8R8G8B8 = 0x06,
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/// Uncompressed X8R8G8B8 — 32 bpp, no alpha
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X8R8G8B8 = 0x07,
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}
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impl X360TextureFormat {
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pub fn from_u8(v: u8) -> Option<Self> {
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match v {
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0x52 => Some(Self::Dxt1),
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0x53 => Some(Self::Dxt3),
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0x54 => Some(Self::Dxt5),
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0x71 => Some(Self::Dxn),
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0x06 => Some(Self::A8R8G8B8),
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0x07 => Some(Self::X8R8G8B8),
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_ => None,
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}
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}
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/// Bytes per compressed block (4×4 texel group).
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/// For uncompressed formats, bytes per pixel instead.
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pub fn bytes_per_block(&self) -> usize {
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match self {
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Self::Dxt1 => 8,
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Self::Dxt3 | Self::Dxt5 | Self::Dxn => 16,
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Self::A8R8G8B8 | Self::X8R8G8B8 => 4,
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}
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}
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/// Is this a BCn block-compressed format?
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pub fn is_block_compressed(&self) -> bool {
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matches!(self, Self::Dxt1 | Self::Dxt3 | Self::Dxt5 | Self::Dxn)
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}
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/// Texels per block side (4 for BCn, 1 for uncompressed).
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pub fn block_size(&self) -> usize {
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if self.is_block_compressed() { 4 } else { 1 }
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}
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}
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// ── XPR2 container format ─────────────────────────────────────────────────────
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/// XPR2 is Microsoft's Xbox Packed Resource v2 format.
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/// It stores D3D resources (textures, vertex buffers, index buffers)
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/// in a single blob that can be DMA'd directly into GPU memory.
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///
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/// The header is big-endian (Xbox 360 is big-endian PowerPC).
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/// NOTE: Project Sylpheed may use a custom container. If files don't
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/// start with b"XPR2", check for game-specific magic bytes instead.
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#[binread]
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#[br(magic = b"XPR2", big)]
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#[derive(Debug, Clone)]
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pub struct Xpr2Header {
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/// Total file size in bytes
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pub total_size: u32,
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/// Size of the header section (texture data starts after this)
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pub header_size: u32,
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/// Number of resource entries in this file
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pub num_resources: u32,
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}
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/// A single resource entry within an XPR2 file.
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/// Each entry describes one D3D resource (texture, buffer, etc.)
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#[binread]
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#[br(big)]
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#[derive(Debug, Clone)]
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pub struct Xpr2ResourceEntry {
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/// Encoded type and reference count.
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/// Bits [0..15] = ref_count
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/// Bits [16..18] = resource type (4 = texture)
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/// Bits [19..31] = flags
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pub resource_type_and_flags: u32,
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/// Offset of this resource's data within the XPR2 file
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pub data_offset: u32,
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/// Reserved / unknown
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pub _unknown: u32,
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}
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impl Xpr2ResourceEntry {
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pub fn resource_type(&self) -> u8 {
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((self.resource_type_and_flags >> 16) & 0x7) as u8
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}
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pub fn is_texture(&self) -> bool {
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self.resource_type() == 4
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}
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}
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/// Xbox 360 D3D texture descriptor embedded in an XPR2 resource.
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/// This is what the GPU register `NV097_SET_TEXTURE_FORMAT` receives.
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///
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/// Reference: xboxdevwiki.net/XPR
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#[binread]
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#[br(big)]
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#[derive(Debug, Clone)]
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pub struct X360TextureDesc {
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/// Packed GPU texture format register
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/// Bits [0..3] = DMA channel
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/// Bits [4..7] = dimensionality (2 = 2D)
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/// Bits [8..15] = D3DFORMAT (see X360TextureFormat)
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/// Bits [16..19] = mip levels
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/// Bits [20..23] = width as power-of-two: actual = 1 << value
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/// Bits [24..27] = height as power-of-two: actual = 1 << value
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/// Bits [28..31] = depth (for 3D textures)
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pub gpu_format: u32,
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/// For non-power-of-two textures, encodes actual dimensions
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pub npot_size: u32,
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}
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impl X360TextureDesc {
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pub fn format_code(&self) -> u8 {
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((self.gpu_format >> 8) & 0xFF) as u8
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}
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pub fn format(&self) -> Option<X360TextureFormat> {
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X360TextureFormat::from_u8(self.format_code())
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}
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pub fn mip_levels(&self) -> u32 {
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(self.gpu_format >> 16) & 0xF
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}
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/// Width from the packed power-of-two field.
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pub fn width_pow2(&self) -> u32 {
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1 << ((self.gpu_format >> 20) & 0xF)
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}
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/// Height from the packed power-of-two field.
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pub fn height_pow2(&self) -> u32 {
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1 << ((self.gpu_format >> 24) & 0xF)
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}
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}
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// ── Decoded texture ───────────────────────────────────────────────────────────
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/// A decoded Xbox 360 texture, ready to upload to a modern GPU.
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///
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/// After `from_xpr2()` or `from_raw_tiled()`, the `data` field contains
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/// the texture in standard linear layout that Bevy / wgpu can consume.
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#[derive(Debug, Clone)]
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pub struct X360Texture {
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pub width: u32,
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pub height: u32,
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pub format: X360TextureFormat,
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pub mip_levels: u32,
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/// De-tiled texture data in linear (row-major) order.
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/// For BCn formats: standard DDS-style packed block data.
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/// For ARGB: standard RGBA8 pixel data.
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pub data: Vec<u8>,
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}
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impl X360Texture {
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/// Parse a texture from a raw XPR2 file's bytes.
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///
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/// This handles the full pipeline:
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/// 1. Parse XPR2 header + resource descriptors
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/// 2. Locate the texture resource
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/// 3. De-tile the GPU memory layout → linear layout
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pub fn from_xpr2(bytes: &[u8]) -> Result<Self, TextureError> {
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use std::io::Cursor;
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let mut cur = Cursor::new(bytes);
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// Parse main header (validates "XPR2" magic)
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let header = Xpr2Header::read(&mut cur)?;
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// Parse resource entries
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let mut entries = Vec::new();
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for _ in 0..header.num_resources {
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entries.push(Xpr2ResourceEntry::read(&mut cur)?);
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}
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// Find the first texture resource
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let tex_entry = entries.iter()
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.find(|e| e.is_texture())
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.ok_or_else(|| TextureError::UnsupportedFormat(0))?;
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// The texture descriptor immediately follows the resource entries
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let desc = X360TextureDesc::read(&mut cur)?;
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let format = desc.format()
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.ok_or(TextureError::UnsupportedFormat(desc.format_code()))?;
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let width = desc.width_pow2();
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let height = desc.height_pow2();
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// Texture data is at header_size offset
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let data_start = header.header_size as usize;
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if bytes.len() <= data_start {
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return Err(TextureError::BufferTooSmall {
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needed: data_start + 1,
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have: bytes.len(),
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});
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}
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let tiled_data = &bytes[data_start..];
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// De-tile!
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let linear_data = detile(tiled_data, width, height, format)?;
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Ok(X360Texture {
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width,
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height,
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format,
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mip_levels: desc.mip_levels().max(1),
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data: linear_data,
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})
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}
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/// Parse a texture from already-known parameters + raw tiled data.
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///
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/// Use this when you've reverse-engineered a game-specific container
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/// and extracted the raw tiled texture bytes yourself.
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pub fn from_raw_tiled(
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tiled_data: &[u8],
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width: u32,
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height: u32,
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format: X360TextureFormat,
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) -> Result<Self, TextureError> {
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let linear_data = detile(tiled_data, width, height, format)?;
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Ok(X360Texture {
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width,
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height,
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format,
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mip_levels: 1,
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data: linear_data,
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})
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}
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}
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// ── Core de-tiling algorithm ──────────────────────────────────────────────────
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/// De-tile an Xbox 360 GPU texture from tiled to linear layout.
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///
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/// Xbox 360 stores textures in a hierarchical tiled format:
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/// - The texture is divided into 32×32 texel **macro-tiles**
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/// - Within each macro-tile, DXT blocks are in **Morton (Z-order)** order
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///
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/// This is required for ALL textures regardless of whether they are
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/// DXT-compressed or uncompressed — the GPU expects tiled memory.
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///
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/// Algorithm based on:
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/// - Xenia: `texture_util.cc` `TileTexture()`
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/// - GTA IV Xbox 360 Texture Editor by Pimpin Tyler and Anthony
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pub fn detile(
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src: &[u8],
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width: u32,
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height: u32,
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format: X360TextureFormat,
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) -> Result<Vec<u8>, TextureError> {
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let block_size = format.block_size() as u32;
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let bpb = format.bytes_per_block(); // bytes per block
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// Dimensions in blocks
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let blocks_wide = ((width + block_size - 1) / block_size).max(1);
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let blocks_tall = ((height + block_size - 1) / block_size).max(1);
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let expected = blocks_wide as usize * blocks_tall as usize * bpb;
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if src.len() < expected {
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return Err(TextureError::BufferTooSmall {
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needed: expected,
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have: src.len(),
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});
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}
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let mut dst = vec![0u8; expected];
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// Macro-tile dimensions (in blocks)
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// Xbox 360 always uses 32×32 texel macro-tiles
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let macro_tile_blocks = 32 / block_size; // = 8 for BCn (4×4 texels/block)
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let macro_tiles_wide = (blocks_wide + macro_tile_blocks - 1) / macro_tile_blocks;
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let macro_tiles_tall = (blocks_tall + macro_tile_blocks - 1) / macro_tile_blocks;
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let blocks_per_macro_tile = (macro_tile_blocks * macro_tile_blocks) as usize;
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for macro_y in 0..macro_tiles_tall {
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for macro_x in 0..macro_tiles_wide {
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let macro_base = ((macro_y * macro_tiles_wide + macro_x) as usize)
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* blocks_per_macro_tile
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* bpb;
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for local in 0..blocks_per_macro_tile as u32 {
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// Decode Morton (Z-order) index → (lx, ly) within macro-tile
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let (lx, ly) = morton_decode(local);
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let block_x = macro_x * macro_tile_blocks + lx;
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let block_y = macro_y * macro_tile_blocks + ly;
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// Skip blocks that fall outside the actual texture dimensions
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if block_x >= blocks_wide || block_y >= blocks_tall {
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continue;
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}
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let src_offset = macro_base + local as usize * bpb;
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let dst_offset = (block_y * blocks_wide + block_x) as usize * bpb;
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if src_offset + bpb <= src.len() && dst_offset + bpb <= dst.len() {
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dst[dst_offset..dst_offset + bpb]
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.copy_from_slice(&src[src_offset..src_offset + bpb]);
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}
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}
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}
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}
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Ok(dst)
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}
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/// Decode a Morton (Z-order curve) index into (x, y) coordinates.
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///
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/// Morton encoding interleaves the bits of x and y coordinates:
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/// index = ...y3 x3 y2 x2 y1 x1 y0 x0
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///
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/// This is the inverse operation — extract interleaved bits back to x, y.
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#[inline]
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pub fn morton_decode(index: u32) -> (u32, u32) {
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let x = compact_bits(index);
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let y = compact_bits(index >> 1);
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(x, y)
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}
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/// Compact every other bit — the "de-interleave" operation.
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/// Used by `morton_decode` to separate X and Y from a Morton index.
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#[inline]
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fn compact_bits(mut x: u32) -> u32 {
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x &= 0x5555_5555; // x = -f-e -d-c -b-a -9-8 -7-6 -5-4 -3-2 -1-0
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x = (x ^ (x >> 1)) & 0x3333_3333; // x = --fe --dc --ba --98 --76 --54 --32 --10
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x = (x ^ (x >> 2)) & 0x0f0f_0f0f; // x = ----fedc ----ba98 ----7654 ----3210
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x = (x ^ (x >> 4)) & 0x00ff_00ff; // x = --------fedcba98 --------76543210
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x = (x ^ (x >> 8)) & 0x0000_ffff; // x = ----------------fedcba9876543210
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x
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}
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// ── Tests ────────────────────────────────────────────────────────────────────
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn morton_decode_corners() {
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// Index 0 → (0, 0)
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assert_eq!(morton_decode(0), (0, 0));
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// Index 1 → (1, 0) — bit 0 is x
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assert_eq!(morton_decode(1), (1, 0));
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// Index 2 → (0, 1) — bit 1 is y
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assert_eq!(morton_decode(2), (0, 1));
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// Index 3 → (1, 1)
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assert_eq!(morton_decode(3), (1, 1));
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}
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#[test]
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fn detile_noop_for_1x1_block() {
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// A 4×4 DXT1 texture = exactly 1 block = 8 bytes
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// De-tiling a single block should be identity
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let src = vec![0xDE, 0xAD, 0xBE, 0xEF, 0x01, 0x02, 0x03, 0x04];
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let result = detile(&src, 4, 4, X360TextureFormat::Dxt1).unwrap();
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assert_eq!(result, src);
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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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assert_eq!(X360TextureFormat::Dxt5.bytes_per_block(), 16);
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assert_eq!(X360TextureFormat::A8R8G8B8.bytes_per_block(), 4);
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}
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}
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