WIP: restructure texture.rs (X360TextureDesc accessors / decode path) and adjust the xiso reader. Builds clean (sylpheed-formats). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
425 lines
16 KiB
Rust
425 lines
16 KiB
Rust
//! Xbox 360 texture format parsing and de-tiling.
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//!
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//! ## XPR2 Container Layout
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//!
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//! ```text
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//! Offset Size Field
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//! 0x00 4 Magic: "XPR2"
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//! 0x04 4 header_size — pixel data section starts at this file offset (e.g. 0x2800)
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//! 0x08 4 data_size — size of the pixel data section (e.g. 0x8A000)
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//! 0x0C 4 num_resources
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//! 0x10 16*n Resource directory: n × 16-byte Xpr2ResourceEntry structs
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//! [type_tag:4][data_offset:4][data_size:4][name_offset:4]
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//! … … Resource descriptors (TX2D = 52-byte D3DBaseTexture2D structs)
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//! 0x2800 … Pixel data section
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//! ```
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//!
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//! ## GPUTEXTURE_FETCH_CONSTANT (GPUFC)
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//!
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//! Each TX2D descriptor is 52 bytes. The 6-dword (24-byte) GPUFC starts at
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//! descriptor offset +0x18:
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//!
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//! ```text
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//! GPUFC[0] (+0x18): tiled flag at bit 31, pitch at bits[23:8]
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//! GPUFC[1] (+0x1C): TextureFormat at bits[5:0], base_address at bits[31:12]
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//! GPUFC[2] (+0x20): width-1 at bits[12:0], height-1 at bits[25:13] (size_2d)
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//! GPUFC[3] (+0x24): swizzle, filter
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//! GPUFC[4] (+0x28): mip_max at bits[9:6] → mip_count = mip_max + 1
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//! GPUFC[5] (+0x2C): mip_address, packed_mips, dimension
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//! ```
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//!
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//! ## GPU Tiling
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//!
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//! Xbox 360 Xenos stores textures in 32×32 texel macro-tiles. Within each
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//! macro-tile the DXT blocks are arranged in Morton (Z-order) order.
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//! GPUFC[0] bit 31 = 1 → tiled (de-tiling required); = 0 → linear.
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//!
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//! ## References
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//!
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//! - Xenia: `src/xenia/gpu/xenos.h` (GPUTEXTUREFORMAT enum, GPUFC bitfields)
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//! - Xenia: `src/xenia/gpu/texture_util.cc` (de-tiling algorithm)
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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("No TX2D texture resource found in XPR2 file")]
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NoTextureFound,
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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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/// GPUTEXTUREFORMAT values from Xenia's `xenos.h`.
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///
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/// These 6-bit codes live in GPUFC dword_1 bits[5:0] — NOT the old D3DFORMAT
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/// codes. The mapping is:
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/// k_8_8_8_8 = 6, k_DXT1 = 18, k_DXT2_3 = 19, k_DXT4_5 = 20,
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/// k_DXN = 49, k_DXT5A = 59
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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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/// A8R8G8B8 — uncompressed 32 bpp (k_8_8_8_8 = 6)
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A8R8G8B8 = 6,
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/// X8R8G8B8 — uncompressed 32 bpp, no alpha (k_8_8_8_8_AS_16_16_16_16 = 7)
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X8R8G8B8 = 7,
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/// DXT1 / BC1 — 4 bpp, 1-bit alpha (k_DXT1 = 18)
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Dxt1 = 18,
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/// DXT2/3 / BC2 — 8 bpp, 4-bit explicit alpha (k_DXT2_3 = 19)
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Dxt3 = 19,
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/// DXT4/5 / BC3 — 8 bpp, 8-bit interpolated alpha (k_DXT4_5 = 20)
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Dxt5 = 20,
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/// DXN / BC5 / ATI2N — two-channel normal maps (k_DXN = 49)
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Dxn = 49,
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/// DXT5A / BC4 / ATI1N — single alpha channel (k_DXT5A = 59)
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/// Used for gloss, specular, luminance, and reflection maps in Project Sylpheed.
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Dxt5A = 59,
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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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6 => Some(Self::A8R8G8B8),
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7 => Some(Self::X8R8G8B8),
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18 => Some(Self::Dxt1),
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19 => Some(Self::Dxt3),
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20 => Some(Self::Dxt5),
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49 => Some(Self::Dxn),
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59 => Some(Self::Dxt5A),
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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) or per pixel for uncompressed.
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pub fn bytes_per_block(&self) -> usize {
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match self {
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Self::Dxt1 | Self::Dxt5A => 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 | Self::Dxt5A)
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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 container header (big-endian, 16 bytes total including magic).
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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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/// Byte offset where the pixel data section starts (= size of header region).
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/// Example value: 0x2800 = 10240.
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pub header_size: u32,
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/// Size of the pixel data section in bytes.
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/// Example value: 0x8A000 = 565248.
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pub data_size: u32,
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/// Number of 16-byte resource entries in the directory at offset 0x10.
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pub num_resources: u32,
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}
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/// One 16-byte entry in the XPR2 resource directory (starts at file offset 0x10).
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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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/// ASCII type tag: b"TX2D" for 2D textures, b"XBG7" for geometry, etc.
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pub type_tag: [u8; 4],
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/// Byte offset of this resource's descriptor, relative to directory base 0x10.
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/// Actual file offset = data_offset + 0x10.
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pub data_offset: u32,
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/// Size of the resource descriptor in bytes (e.g. 0x34 = 52 for TX2D).
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pub descriptor_size: u32,
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/// Byte offset of this resource's name string, relative to directory base 0x10.
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pub name_offset: u32,
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}
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impl Xpr2ResourceEntry {
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pub fn is_texture(&self) -> bool {
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&self.type_tag == b"TX2D"
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}
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}
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// ── Decoded texture ───────────────────────────────────────────────────────────
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/// A decoded Xbox 360 texture ready for GPU upload.
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///
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/// After `from_xpr2()` the `data` field holds the texture in standard linear
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/// (row-major) layout. BCn formats are kept as compressed block data; the GPU
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/// decompresses in hardware.
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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 order.
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/// BCn: standard packed block data (DDS layout).
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/// Uncompressed: BGRA8 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 the first TX2D texture from an XPR2 file's raw bytes.
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///
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/// Pipeline:
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/// 1. Parse XPR2 header + resource directory
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/// 2. Locate the first TX2D entry
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/// 3. Read its GPUTEXTURE_FETCH_CONSTANT (GPUFC) at descriptor +0x18
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/// 4. De-tile the pixel data (if tiled) → 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 header — validates "XPR2" magic, reads 3 × u32 (total 16 bytes)
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let header = Xpr2Header::read(&mut cur)?;
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// Resource directory begins immediately after the 16-byte header (offset 0x10)
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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 TX2D 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(TextureError::NoTextureFound)?;
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// The descriptor is at file offset = data_offset + 0x10 (directory base)
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const DIR_BASE: usize = 0x10;
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let desc_file_offset = tex_entry.data_offset as usize + DIR_BASE;
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// GPUFC is a 6-dword (24-byte) block at descriptor offset +0x18
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let gpufc_base = desc_file_offset + 0x18;
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if bytes.len() < gpufc_base + 6 * 4 {
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return Err(TextureError::BufferTooSmall {
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needed: gpufc_base + 24,
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have: bytes.len(),
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});
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}
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// Read one big-endian u32 at the given file offset
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let be_u32 = |offset: usize| -> u32 {
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u32::from_be_bytes(bytes[offset..offset + 4].try_into().unwrap())
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};
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let gpufc0 = be_u32(gpufc_base); // +0x18
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let gpufc1 = be_u32(gpufc_base + 0x04); // +0x1C
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let gpufc2 = be_u32(gpufc_base + 0x08); // +0x20
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let gpufc4 = be_u32(gpufc_base + 0x10); // +0x28
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// GPUFC[1] bits[5:0] = GPUTEXTUREFORMAT
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let fmt_code = (gpufc1 & 0x3F) as u8;
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let format = X360TextureFormat::from_u8(fmt_code)
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.ok_or(TextureError::UnsupportedFormat(fmt_code))?;
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// GPUFC[1] bits[31:12] = base_address (4KB-aligned byte offset into data section)
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let base_address = (gpufc1 & 0xFFFFF000) as usize;
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// GPUFC[2] / size_2d: width-1 in bits[12:0], height-1 in bits[25:13]
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let width = (gpufc2 & 0x1FFF) + 1;
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let height = ((gpufc2 >> 13) & 0x1FFF) + 1;
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// GPUFC[4]: mip_max in bits[9:6]; mip_count = mip_max + 1
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let mip_count = ((gpufc4 >> 6) & 0xF) + 1;
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// GPUFC[0] bit 31 = 1 → tiled memory layout (requires de-tiling)
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let is_tiled = (gpufc0 >> 31) != 0;
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// Pixel data for this texture starts at: header_size + base_address
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let data_start = header.header_size as usize + base_address;
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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 raw_data = &bytes[data_start..];
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let linear_data = if is_tiled {
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detile(raw_data, width, height, format)?
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} else {
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// Linear layout — copy only the mip-0 slice
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let block_size = format.block_size() as u32;
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let bw = ((width + block_size - 1) / block_size).max(1);
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let bh = ((height + block_size - 1) / block_size).max(1);
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let needed = bw as usize * bh as usize * format.bytes_per_block();
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if raw_data.len() < needed {
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return Err(TextureError::BufferTooSmall { needed, have: raw_data.len() });
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}
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raw_data[..needed].to_vec()
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};
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Ok(X360Texture { width, height, format, mip_levels: mip_count, data: linear_data })
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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 when you have reverse-engineered a container and extracted the
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/// raw tiled 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 { width, height, format, mip_levels: 1, data: linear_data })
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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 (row-major) layout.
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///
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/// Xbox 360 stores textures in 32×32 texel macro-tiles. Within each
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/// macro-tile the DXT blocks (or raw pixels) are in Morton (Z-order) order.
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/// This function reverses that ordering for the mip-0 level.
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///
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/// Algorithm based on Xenia's `texture_util.cc` `TileTexture()`.
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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();
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// Texture 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 { needed: expected, have: src.len() });
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}
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let mut dst = vec![0u8; expected];
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// Xbox 360 macro-tiles are always 32×32 texels → 8×8 blocks for BCn (4-texel blocks)
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let macro_tile_blocks = 32 / block_size;
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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 outside the actual texture
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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 bits: index = …y2 x2 y1 x1 y0 x0
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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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/// Extract every other bit and pack them into the low bits.
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/// Used by `morton_decode` to de-interleave X and Y.
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#[inline]
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fn compact_bits(mut x: u32) -> u32 {
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x &= 0x5555_5555; // keep even-position bits
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x = (x ^ (x >> 1)) & 0x3333_3333;
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x = (x ^ (x >> 2)) & 0x0f0f_0f0f;
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x = (x ^ (x >> 4)) & 0x00ff_00ff;
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x = (x ^ (x >> 8)) & 0x0000_ffff;
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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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assert_eq!(morton_decode(0), (0, 0));
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assert_eq!(morton_decode(1), (1, 0)); // bit 0 → x
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assert_eq!(morton_decode(2), (0, 1)); // bit 1 → y
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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; de-tiling is 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::Dxt5A.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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#[test]
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fn format_from_u8_roundtrip() {
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for code in [6u8, 7, 18, 19, 20, 49, 59] {
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assert!(X360TextureFormat::from_u8(code).is_some(), "missing format {code}");
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}
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assert!(X360TextureFormat::from_u8(0x52).is_none(), "old D3DFORMAT 0x52 must not match");
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}
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}
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