Switch-Toolbox/Switch_Toolbox_Library/Swizzling/GTX.cs

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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
using System;
using System.Linq;
using System.Collections.Generic;
namespace Switch_Toolbox.Library
{
public class GTX
{
//Some enums and parts from https://github.com/jam1garner/Smash-Forge/blob/master/Smash%20Forge/Filetypes/Textures/GTX.cs
public class GX2Surface
{
public uint dim;
public uint width;
public uint height;
public uint depth;
public uint numMips;
public uint firstSlice;
public uint numSlices;
public uint format;
public uint aa;
public uint use;
public int resourceFlags;
public uint imageSize;
public uint imagePtr;
public int MemPtr;
public uint mipSize;
public uint mipPtr;
public uint tileMode;
public uint swizzle;
public uint alignment;
public uint pitch;
public uint bpp;
public uint imageCount;
public uint firstMip;
public uint numArray;
public byte[] data;
public byte[] mipData;
public uint[] mipOffset;
public byte[] compSel;
public uint[] texRegs;
};
public static int m_configFlags = 4;
public static uint expPitch = 0;
public static uint expHeight = 0;
public static uint expNumSlices = 0;
public class surfaceIn
{
public uint size = 0;
public uint tileMode = 0;
public uint format = 0;
public uint bpp = 0;
public uint numSamples = 0;
public uint width = 0;
public uint height = 0;
public uint numSlices = 0;
public uint slice = 0;
public uint mipLevel = 0;
public Flags flags = new Flags();
public uint numFrags = 0;
public uint tileType = 0;
public TileInfo pTileInfo = new TileInfo();
public int tileIndex = 0;
}
public class surfaceOut
{
public uint size = 0;
public uint pitch = 0;
public uint height = 0;
public uint depth = 0;
public long surfSize = 0;
public uint tileMode = 0;
public uint baseAlign = 0;
public uint pitchAlign = 0;
public uint heightAlign = 0;
public uint depthAlign = 0;
public uint bpp = 0;
public uint pixelPitch = 0;
public uint pixelHeight = 0;
public uint pixelBits = 0;
public uint sliceSize = 0;
public uint pitchTileMax = 0;
public uint heightTileMax = 0;
public uint sliceTileMax = 0;
public uint tileType = 0;
public TileInfo pTileInfo = new TileInfo();
public int tileIndex = 0;
}
public class Flags
{
public uint value = 0;
}
public class TileInfo
{
public int banks = 0;
public int bankWidth = 0;
public int bankHeight = 0;
public int macroAspectRatio = 0;
public int tileSplitBytes = 0;
public int pipeConfig = 0;
}
static surfaceIn pIn = new surfaceIn();
static surfaceOut pOut = new surfaceOut();
public enum GX2SurfaceDimension
{
2019-04-06 15:37:50 +00:00
DIM_1D = 0x0,
DIM_2D = 0x1,
DIM_3D = 0x2,
DIM_CUBE = 0x3,
DIM_1D_ARRAY = 0x4,
DIM_2D_ARRAY = 0x5,
DIM_2D_MSAA = 0x6,
DIM_2D_MSAA_ARRAY = 0x7,
DIM_FIRST = 0x0,
DIM_LAST = 0x7,
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
};
public enum GX2SurfaceFormat
{
INVALID = 0x0,
TC_R8_UNORM = 0x1,
TC_R8_UINT = 0x101,
TC_R8_SNORM = 0x201,
TC_R8_SINT = 0x301,
T_R4_G4_UNORM = 0x2,
TCD_R16_UNORM = 0x5,
TC_R16_UINT = 0x105,
TC_R16_SNORM = 0x205,
TC_R16_SINT = 0x305,
TC_R16_FLOAT = 0x806,
TC_R8_G8_UNORM = 0x7,
TC_R8_G8_UINT = 0x107,
TC_R8_G8_SNORM = 0x207,
TC_R8_G8_SINT = 0x307,
TCS_R5_G6_B5_UNORM = 0x8,
TC_R5_G5_B5_A1_UNORM = 0xA,
TC_R4_G4_B4_A4_UNORM = 0xB,
TC_A1_B5_G5_R5_UNORM = 0xC,
TC_R32_UINT = 0x10D,
TC_R32_SINT = 0x30D,
TCD_R32_FLOAT = 0x80E,
TC_R16_G16_UNORM = 0xF,
TC_R16_G16_UINT = 0x10F,
TC_R16_G16_SNORM = 0x20F,
TC_R16_G16_SINT = 0x30F,
TC_R16_G16_FLOAT = 0x810,
D_D24_S8_UNORM = 0x11,
T_R24_UNORM_X8 = 0x11,
T_X24_G8_UINT = 0x111,
D_D24_S8_FLOAT = 0x811,
TC_R11_G11_B10_FLOAT = 0x816,
TCS_R10_G10_B10_A2_UNORM = 0x19,
TC_R10_G10_B10_A2_UINT = 0x119,
T_R10_G10_B10_A2_SNORM = 0x219,
TC_R10_G10_B10_A2_SNORM = 0x219,
TC_R10_G10_B10_A2_SINT = 0x319,
TCS_R8_G8_B8_A8_UNORM = 0x1A,
TC_R8_G8_B8_A8_UINT = 0x11A,
TC_R8_G8_B8_A8_SNORM = 0x21A,
TC_R8_G8_B8_A8_SINT = 0x31A,
TCS_R8_G8_B8_A8_SRGB = 0x41A,
TCS_A2_B10_G10_R10_UNORM = 0x1B,
TC_A2_B10_G10_R10_UINT = 0x11B,
D_D32_FLOAT_S8_UINT_X24 = 0x81C,
T_R32_FLOAT_X8_X24 = 0x81C,
T_X32_G8_UINT_X24 = 0x11C,
TC_R32_G32_UINT = 0x11D,
TC_R32_G32_SINT = 0x31D,
TC_R32_G32_FLOAT = 0x81E,
TC_R16_G16_B16_A16_UNORM = 0x1F,
TC_R16_G16_B16_A16_UINT = 0x11F,
TC_R16_G16_B16_A16_SNORM = 0x21F,
TC_R16_G16_B16_A16_SINT = 0x31F,
TC_R16_G16_B16_A16_FLOAT = 0x820,
TC_R32_G32_B32_A32_UINT = 0x122,
TC_R32_G32_B32_A32_SINT = 0x322,
TC_R32_G32_B32_A32_FLOAT = 0x823,
T_BC1_UNORM = 0x31,
T_BC1_SRGB = 0x431,
T_BC2_UNORM = 0x32,
T_BC2_SRGB = 0x432,
T_BC3_UNORM = 0x33,
T_BC3_SRGB = 0x433,
T_BC4_UNORM = 0x34,
T_BC4_SNORM = 0x234,
T_BC5_UNORM = 0x35,
T_BC5_SNORM = 0x235,
T_NV12_UNORM = 0x81,
FIRST = 0x1,
LAST = 0x83F,
};
public enum GX2AAMode
{
GX2_AA_MODE_1X = 0x0,
GX2_AA_MODE_2X = 0x1,
GX2_AA_MODE_4X = 0x2,
GX2_AA_MODE_8X = 0x3,
GX2_AA_MODE_FIRST = 0x0,
GX2_AA_MODE_LAST = 0x3,
};
public enum GX2SurfaceUse : uint
{
2019-04-06 15:37:50 +00:00
USE_TEXTURE = 0x1,
USE_COLOR_BUFFER = 0x2,
USE_DEPTH_BUFFER = 0x4,
USE_SCAN_BUFFER = 0x8,
USE_FTV = 0x80000000,
USE_COLOR_BUFFER_TEXTURE = 0x3,
USE_DEPTH_BUFFER_TEXTURE = 0x5,
USE_COLOR_BUFFER_FTV = 0x80000002,
USE_COLOR_BUFFER_TEXTURE_FTV = 0x80000003,
USE_FIRST = 0x1,
USE_LAST = 0x8,
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
};
public enum GX2RResourceFlags
{
GX2R_RESOURCE_FLAGS_NONE = 0x0,
GX2R_BIND_NONE = 0x0,
GX2R_BIND_TEXTURE = 0x1,
GX2R_BIND_COLOR_BUFFER = 0x2,
GX2R_BIND_DEPTH_BUFFER = 0x4,
GX2R_BIND_SCAN_BUFFER = 0x8,
GX2R_BIND_VERTEX_BUFFER = 0x10,
GX2R_BIND_INDEX_BUFFER = 0x20,
GX2R_BIND_UNIFORM_BLOCK = 0x40,
GX2R_BIND_SHADER_PROGRAM = 0x80,
GX2R_BIND_STREAM_OUTPUT = 0x100,
GX2R_BIND_DISPLAY_LIST = 0x200,
GX2R_BIND_GS_RING = 0x400,
GX2R_USAGE_NONE = 0x0,
GX2R_USAGE_CPU_READ = 0x800,
GX2R_USAGE_CPU_WRITE = 0x1000,
GX2R_USAGE_GPU_READ = 0x2000,
GX2R_USAGE_GPU_WRITE = 0x4000,
GX2R_USAGE_DMA_READ = 0x8000,
GX2R_USAGE_DMA_WRITE = 0x10000,
GX2R_USAGE_FORCE_MEM1 = 0x20000,
GX2R_USAGE_FORCE_MEM2 = 0x40000,
GX2R_USAGE_MEM_DEFAULT = 0x0,
GX2R_USAGE_CPU_READWRITE = 0x1800,
GX2R_USAGE_GPU_READWRITE = 0x6000,
GX2R_USAGE_NON_CPU_WRITE = 0x14000,
GX2R_OPTION_NONE = 0x0,
GX2R_OPTION_IGNORE_IN_USE = 0x80000,
GX2R_OPTION_FIRST = 0x80000,
GX2R_OPTION_NO_CPU_INVALIDATE = 0x100000,
GX2R_OPTION_NO_GPU_INVALIDATE = 0x200000,
GX2R_OPTION_LOCK_READONLY = 0x400000,
GX2R_OPTION_NO_TOUCH_DESTROY = 0x800000,
GX2R_OPTION_LAST = 0x800000,
GX2R_OPTION_NO_INVALIDATE = 0x300000,
GX2R_OPTION_MASK = 0xF80000,
GX2R_RESOURCE_FLAG_RESERVED2 = 0x10000000,
GX2R_RESOURCE_FLAG_RESERVED1 = 0x20000000,
GX2R_RESOURCE_FLAG_RESERVED0 = 0x40000000,
};
public enum GX2TileMode
{
MODE_DEFAULT = 0x0,
MODE_LINEAR_SPECIAL = 0x10,
MODE_DEFAULT_FIX2197 = 0x20,
MODE_LINEAR_ALIGNED = 0x1,
MODE_1D_TILED_THIN1 = 0x2,
MODE_1D_TILED_THICK = 0x3,
MODE_2D_TILED_THIN1 = 0x4,
MODE_2D_TILED_THIN2 = 0x5,
MODE_2D_TILED_THIN4 = 0x6,
MODE_2D_TILED_THICK = 0x7,
MODE_2B_TILED_THIN1 = 0x8,
MODE_2B_TILED_THIN2 = 0x9,
MODE_2B_TILED_THIN4 = 0xA,
MODE_2B_TILED_THICK = 0xB,
MODE_3D_TILED_THIN1 = 0xC,
MODE_3D_TILED_THICK = 0xD,
MODE_3B_TILED_THIN1 = 0xE,
MODE_3B_TILED_THICK = 0xF,
MODE_FIRST = 0x0,
MODE_LAST = 0x20,
};
public enum AddrTileMode
{
ADDR_TM_LINEAR_GENERAL = 0x0,
ADDR_TM_LINEAR_ALIGNED = 0x1,
ADDR_TM_1D_TILED_THIN1 = 0x2,
ADDR_TM_1D_TILED_THICK = 0x3,
ADDR_TM_2D_TILED_THIN1 = 0x4,
ADDR_TM_2D_TILED_THIN2 = 0x5,
ADDR_TM_2D_TILED_THIN4 = 0x6,
ADDR_TM_2D_TILED_THICK = 0x7,
ADDR_TM_2B_TILED_THIN1 = 0x8,
ADDR_TM_2B_TILED_THIN2 = 0x9,
ADDR_TM_2B_TILED_THIN4 = 0x0A,
ADDR_TM_2B_TILED_THICK = 0x0B,
ADDR_TM_3D_TILED_THIN1 = 0x0C,
ADDR_TM_3D_TILED_THICK = 0x0D,
ADDR_TM_3B_TILED_THIN1 = 0x0E,
ADDR_TM_3B_TILED_THICK = 0x0F,
ADDR_TM_2D_TILED_XTHICK = 0x10,
ADDR_TM_3D_TILED_XTHICK = 0x11,
ADDR_TM_POWER_SAVE = 0x12,
ADDR_TM_COUNT = 0x13,
}
public enum AddrTileType
{
ADDR_DISPLAYABLE = 0,
ADDR_NON_DISPLAYABLE = 1,
ADDR_DEPTH_SAMPLE_ORDER = 2,
ADDR_THICK_TILING = 3,
}
public enum AddrPipeCfg
{
ADDR_PIPECFG_INVALID = 0x0,
ADDR_PIPECFG_P2 = 0x1,
ADDR_PIPECFG_P4_8x16 = 0x5,
ADDR_PIPECFG_P4_16x16 = 0x6,
ADDR_PIPECFG_P4_16x32 = 0x7,
ADDR_PIPECFG_P4_32x32 = 0x8,
ADDR_PIPECFG_P8_16x16_8x16 = 0x9,
ADDR_PIPECFG_P8_16x32_8x16 = 0xA,
ADDR_PIPECFG_P8_32x32_8x16 = 0xB,
ADDR_PIPECFG_P8_16x32_16x16 = 0xC,
ADDR_PIPECFG_P8_32x32_16x16 = 0xD,
ADDR_PIPECFG_P8_32x32_16x32 = 0xE,
ADDR_PIPECFG_P8_32x64_32x32 = 0xF,
ADDR_PIPECFG_MAX = 0x10,
}
public enum AddrFormat
{
ADDR_FMT_INVALID = 0x0,
ADDR_FMT_8 = 0x1,
ADDR_FMT_4_4 = 0x2,
ADDR_FMT_3_3_2 = 0x3,
ADDR_FMT_RESERVED_4 = 0x4,
ADDR_FMT_16 = 0x5,
ADDR_FMT_16_FLOAT = 0x6,
ADDR_FMT_8_8 = 0x7,
ADDR_FMT_5_6_5 = 0x8,
ADDR_FMT_6_5_5 = 0x9,
ADDR_FMT_1_5_5_5 = 0xA,
ADDR_FMT_4_4_4_4 = 0xB,
ADDR_FMT_5_5_5_1 = 0xC,
ADDR_FMT_32 = 0xD,
ADDR_FMT_32_FLOAT = 0xE,
ADDR_FMT_16_16 = 0xF,
ADDR_FMT_16_16_FLOAT = 0x10,
ADDR_FMT_8_24 = 0x11,
ADDR_FMT_8_24_FLOAT = 0x12,
ADDR_FMT_24_8 = 0x13,
ADDR_FMT_24_8_FLOAT = 0x14,
ADDR_FMT_10_11_11 = 0x15,
ADDR_FMT_10_11_11_FLOAT = 0x16,
ADDR_FMT_11_11_10 = 0x17,
ADDR_FMT_11_11_10_FLOAT = 0x18,
ADDR_FMT_2_10_10_10 = 0x19,
ADDR_FMT_8_8_8_8 = 0x1A,
ADDR_FMT_10_10_10_2 = 0x1B,
ADDR_FMT_X24_8_32_FLOAT = 0x1C,
ADDR_FMT_32_32 = 0x1D,
ADDR_FMT_32_32_FLOAT = 0x1E,
ADDR_FMT_16_16_16_16 = 0x1F,
ADDR_FMT_16_16_16_16_FLOAT = 0x20,
ADDR_FMT_RESERVED_33 = 0x21,
ADDR_FMT_32_32_32_32 = 0x22,
ADDR_FMT_32_32_32_32_FLOAT = 0x23,
ADDR_FMT_RESERVED_36 = 0x24,
ADDR_FMT_1 = 0x25,
ADDR_FMT_1_REVERSED = 0x26,
ADDR_FMT_GB_GR = 0x27,
ADDR_FMT_BG_RG = 0x28,
ADDR_FMT_32_AS_8 = 0x29,
ADDR_FMT_32_AS_8_8 = 0x2A,
ADDR_FMT_5_9_9_9_SHAREDEXP = 0x2B,
ADDR_FMT_8_8_8 = 0x2C,
ADDR_FMT_16_16_16 = 0x2D,
ADDR_FMT_16_16_16_FLOAT = 0x2E,
ADDR_FMT_32_32_32 = 0x2F,
ADDR_FMT_32_32_32_FLOAT = 0x30,
ADDR_FMT_BC1 = 0x31,
ADDR_FMT_BC2 = 0x32,
ADDR_FMT_BC3 = 0x33,
ADDR_FMT_BC4 = 0x34,
ADDR_FMT_BC5 = 0x35,
ADDR_FMT_BC6 = 0x36,
ADDR_FMT_BC7 = 0x37,
ADDR_FMT_32_AS_32_32_32_32 = 0x38,
ADDR_FMT_APC3 = 0x39,
ADDR_FMT_APC4 = 0x3A,
ADDR_FMT_APC5 = 0x3B,
ADDR_FMT_APC6 = 0x3C,
ADDR_FMT_APC7 = 0x3D,
ADDR_FMT_CTX1 = 0x3E,
ADDR_FMT_RESERVED_63 = 0x3F,
};
public static void Debug(surfaceOut surf)
{
if (surf == null)
surf = getSurfaceInfo((GX2SurfaceFormat)0x33, 701, 77, 1, 0, 13, 1, 0);
Console.WriteLine($"size {surf.size}");
Console.WriteLine($"pitch {surf.pitch}");
Console.WriteLine($"height {surf.height}");
Console.WriteLine($"depth {surf.depth}");
Console.WriteLine($"surfSize {surf.surfSize}");
Console.WriteLine($"tileMode {surf.tileMode}");
Console.WriteLine($"baseAlign {surf.baseAlign}");
Console.WriteLine($"pitchAlign {surf.pitchAlign}");
Console.WriteLine($"heightAlign {surf.heightAlign}");
Console.WriteLine($"depthAlign {surf.depthAlign}");
Console.WriteLine($"bpp {surf.bpp}");
Console.WriteLine($"pixelPitch {surf.pixelPitch}");
Console.WriteLine($"pixelHeight {surf.pixelHeight}");
Console.WriteLine($"pixelBits {surf.pixelBits}");
Console.WriteLine($"sliceSize {surf.sliceSize}");
Console.WriteLine($"pitchTileMax {surf.pitchTileMax}");
Console.WriteLine($"heightTileMax {surf.heightTileMax}");
Console.WriteLine($"sliceTileMax {surf.sliceTileMax}");
Console.WriteLine($"tileType {surf.tileType}");
Console.WriteLine($"tileIndex {surf.tileIndex}");
}
static bool DebugSurface = false;
public static List<List<byte[]>> Decode(GX2Surface tex, string DebugTextureName = "")
{
if (tex.data.Length <= 0)
throw new Exception("Invalid GX2 surface data. Make sure to not open Tex2 files if this is one. Those will load automatically next to Tex1!");
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
Console.WriteLine("DECODING TEX " + DebugTextureName);
var surfdEBUG = getSurfaceInfo((GX2SurfaceFormat)tex.format, tex.width, tex.height, tex.depth, (uint)tex.dim, (uint)tex.tileMode, (uint)tex.aa, 0);
Debug(surfdEBUG);
2019-04-06 14:22:02 +00:00
/* Console.WriteLine("");
Console.WriteLine("// ----- GX2Surface Decode Info ----- ");
Console.WriteLine(" dim = " + tex.dim);
Console.WriteLine(" width = " + tex.width);
Console.WriteLine(" height = " + tex.height);
Console.WriteLine(" depth = " + tex.depth);
Console.WriteLine(" numMips = " + tex.numMips);
Console.WriteLine(" format = " + (GX2SurfaceFormat)tex.format);
Console.WriteLine(" aa = " + tex.aa);
Console.WriteLine(" use = " + tex.use);
Console.WriteLine(" imageSize = " + tex.imageSize);
Console.WriteLine(" mipSize = " + tex.mipSize);
Console.WriteLine(" tileMode = " + (GX2TileMode)tex.tileMode);
Console.WriteLine(" swizzle = " + tex.swizzle);
Console.WriteLine(" alignment = " + tex.alignment);
Console.WriteLine(" pitch = " + tex.pitch);
Console.WriteLine(" bits per pixel = " + (tex.bpp << 3));
Console.WriteLine(" bytes per pixel = " + tex.bpp);
Console.WriteLine(" data size = " + tex.data.Length);
Console.WriteLine(" realSize = " + tex.imageSize);*/
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
uint blkWidth, blkHeight;
if (IsFormatBCN((GX2SurfaceFormat)tex.format))
{
blkWidth = 4;
blkHeight = 4;
}
else
{
blkWidth = 1;
blkHeight = 1;
}
byte[] data = tex.data;
var surfInfo = getSurfaceInfo((GX2SurfaceFormat)tex.format, tex.width, tex.height, tex.depth, (uint)tex.dim, (uint)tex.tileMode, (uint)tex.aa, 0);
uint bpp = DIV_ROUND_UP(surfInfo.bpp, 8);
if (surfInfo.depth != 1)
{
2019-04-06 14:22:02 +00:00
// System.Windows.Forms.MessageBox.Show($"Unsupported Depth {surfInfo.depth} for texture {DebugTextureName}!");
// return new List<List<byte[]>>();
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
}
if (tex.numArray == 0)
tex.numArray = 1;
uint mipCount = tex.numMips;
if (tex.mipData == null || tex.mipData.Length <= 0)
mipCount = 1;
2019-04-06 15:37:50 +00:00
int ArrayImageize = data.Length / (int)tex.depth;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
int ArrayMipImageize = 0;
2019-04-06 14:22:02 +00:00
if (tex.mipData != null)
2019-04-06 15:37:50 +00:00
ArrayMipImageize = tex.mipData.Length / (int)tex.depth;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
int dataOffset = 0;
int mipDataOffset = 0;
int TotalImageSize = tex.data.Length;
2019-04-06 14:22:02 +00:00
int _swizzle = (int)tex.swizzle << 8;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
2019-04-06 14:22:02 +00:00
if (tex.tileMode == 0)
tex.tileMode = getDefaultGX2TileMode(1, tex.width, tex.height, 1, tex.format, 0, 1);
int tiling1dLevel = 0;
bool tiling1dLevelSet = false;
2019-04-06 01:29:34 +00:00
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
List<List<byte[]>> result = new List<List<byte[]>>();
2019-04-06 15:37:50 +00:00
for (int arrayLevel = 0; arrayLevel < tex.depth; arrayLevel++)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
{
List<byte[]> mips = new List<byte[]>();
for (int mipLevel = 0; mipLevel < mipCount; mipLevel++)
{
uint width_ = (uint)Math.Max(1, tex.width >> mipLevel);
uint height_ = (uint)Math.Max(1, tex.height >> mipLevel);
uint size = DIV_ROUND_UP(width_, blkWidth) * DIV_ROUND_UP(height_, blkHeight) * bpp;
uint mipOffset;
if (mipLevel != 0)
{
mipOffset = (tex.mipOffset[mipLevel - 1]);
if (mipLevel == 1)
mipOffset -= (uint)surfInfo.surfSize;
surfInfo = getSurfaceInfo((GX2SurfaceFormat)tex.format, tex.width, tex.height, tex.depth, (uint)tex.dim, (uint)tex.tileMode, (uint)tex.aa, mipLevel);
data = new byte[surfInfo.surfSize];
2019-04-06 15:37:50 +00:00
Array.Copy(tex.mipData, (uint)mipOffset, data, 0, surfInfo.surfSize);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
}
else
2019-04-06 14:22:02 +00:00
Array.Copy(tex.data, (uint)dataOffset, data, 0, size);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
2019-04-06 15:37:50 +00:00
byte[] deswizzled = deswizzle(width_, height_, surfInfo.depth, surfInfo.height, (uint)tex.format,
surfInfo.tileMode, (uint)tex.swizzle, surfInfo.pitch, surfInfo.bpp, data, arrayLevel);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
//Create a copy and use that to remove uneeded data
byte[] result_ = new byte[size];
Array.Copy(deswizzled, 0, result_, 0, size);
mips.Add(result_);
}
result.Add(mips);
2019-04-06 14:22:02 +00:00
if (surfInfo.tileMode == 1 || surfInfo.tileMode == 2 ||
surfInfo.tileMode == 3 || surfInfo.tileMode == 16)
{
tiling1dLevelSet = true;
}
if (tiling1dLevelSet == false)
{
tiling1dLevel += 1;
}
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
dataOffset += ArrayImageize;
mipDataOffset += ArrayMipImageize;
}
2019-04-06 14:22:02 +00:00
if (tiling1dLevelSet)
_swizzle |= tiling1dLevel << 16;
else
_swizzle |= 13 << 16;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
return result;
}
private static byte[] SubArray(byte[] data, int offset, int length)
{
return data.Skip(offset).Take(length).ToArray();
}
private static uint DIV_ROUND_UP(uint n, uint d)
{
return (n + d - 1) / d;
}
2019-04-06 15:37:50 +00:00
private static uint powTwoAlign_0(uint x, uint align)
{
2019-04-06 14:22:02 +00:00
return (x + align - 1) & ~(align - 1);
}
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
/*---------------------------------------
*
* Code ported from AboodXD's GTX Extractorhttps://github.com/aboood40091/GTX-Extractor/blob/f586dde90bd4a262421a4a565c1556d0079a748e/addrlib/addrlib_cy.pyx
*
*---------------------------------------*/
public static bool IsFormatBCN(GX2SurfaceFormat Format)
{
switch (Format)
{
case GX2SurfaceFormat.T_BC1_UNORM:
case GX2SurfaceFormat.T_BC1_SRGB:
case GX2SurfaceFormat.T_BC2_UNORM:
case GX2SurfaceFormat.T_BC2_SRGB:
case GX2SurfaceFormat.T_BC3_UNORM:
case GX2SurfaceFormat.T_BC3_SRGB:
case GX2SurfaceFormat.T_BC4_UNORM:
case GX2SurfaceFormat.T_BC4_SNORM:
case GX2SurfaceFormat.T_BC5_SNORM:
case GX2SurfaceFormat.T_BC5_UNORM:
return true;
default:
return false;
}
}
2019-04-06 15:37:50 +00:00
public static byte[] deswizzle(uint width, uint height, uint depth, uint height_, uint format_, uint tileMode, uint swizzle_,
uint pitch, uint bpp, byte[] data, int depthLevel)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
{
2019-04-06 15:37:50 +00:00
return swizzleSurf(width, height, depth, height_, format_, tileMode, swizzle_, pitch, bpp, data, depthLevel, 0);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
}
2019-04-06 15:37:50 +00:00
public static byte[] swizzle(uint width, uint height, uint depth, uint height_, uint format_, uint tileMode, uint swizzle_,
uint pitch, uint bpp, byte[] data, int depthLevel)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
{
2019-04-06 15:37:50 +00:00
return swizzleSurf(width, height, depth, height_, format_, tileMode, swizzle_, pitch, bpp, data, depthLevel, 1);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
}
2019-04-06 15:37:50 +00:00
private static byte[] swizzleSurf(uint width, uint height,uint depth, uint height_, uint format, uint tileMode, uint swizzle_,
uint pitch, uint bitsPerPixel, byte[] data, int depthLevel, int swizzle)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
{
uint bytesPerPixel = bitsPerPixel / 8;
byte[] result = new byte[data.Length];
uint pipeSwizzle, bankSwizzle, pos_;
ulong pos;
if (IsFormatBCN((GX2SurfaceFormat)format))
{
width = (width + 3) / 4;
height = (height + 3) / 4;
}
pipeSwizzle = (swizzle_ >> 8) & 1;
bankSwizzle = (swizzle_ >> 9) & 3;
2019-04-06 14:22:02 +00:00
tileMode = GX2TileModeToAddrTileMode(tileMode);
2019-04-06 15:37:50 +00:00
if (depth > 1)
{
bankSwizzle = (uint)(depthLevel % 4);
}
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
if (tileMode == 0 || tileMode == 1)
pos = (uint)(y * pitch + x) * bytesPerPixel;
else if (tileMode == 2 || tileMode == 3)
{
2019-04-06 15:37:50 +00:00
pos = computeSurfaceAddrFromCoordMicroTiled((uint)x, (uint)y, 0, 0, bitsPerPixel, pitch, (AddrTileMode)tileMode);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
}
else
{
pos = computeSurfaceAddrFromCoordMacroTiled((uint)x, (uint)y, 0, bitsPerPixel, pitch, height_, (AddrTileMode)tileMode, pipeSwizzle, bankSwizzle);
}
pos_ = (uint)(y * width + x) * bytesPerPixel;
if (pos_ + bytesPerPixel <= data.Length && pos + bytesPerPixel <= (ulong)data.Length)
{
if (swizzle == 0)
{
for (int n = 0; n < bytesPerPixel; n++)
result[pos_ + n] = data[(uint)pos + n];
}
else
{
for (int n = 0; n < bytesPerPixel; n++)
result[(uint)pos + n] = data[pos_ + n];
}
}
}
}
return result;
}
private static byte[] formatHwInfo = {
0x00, 0x00, 0x00, 0x01, 0x08, 0x03, 0x00, 0x01, 0x08, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x00, 0x00, 0x01, 0x10, 0x07, 0x00, 0x00, 0x10, 0x03, 0x00, 0x01, 0x10, 0x03, 0x00, 0x01,
0x10, 0x0B, 0x00, 0x01, 0x10, 0x01, 0x00, 0x01, 0x10, 0x03, 0x00, 0x01, 0x10, 0x03, 0x00, 0x01,
0x10, 0x03, 0x00, 0x01, 0x20, 0x03, 0x00, 0x00, 0x20, 0x07, 0x00, 0x00, 0x20, 0x03, 0x00, 0x00,
0x20, 0x03, 0x00, 0x01, 0x20, 0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x03, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x20, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x00, 0x00, 0x01, 0x20, 0x0B, 0x00, 0x01, 0x20, 0x0B, 0x00, 0x01, 0x20, 0x0B, 0x00, 0x01,
0x40, 0x05, 0x00, 0x00, 0x40, 0x03, 0x00, 0x00, 0x40, 0x03, 0x00, 0x00, 0x40, 0x03, 0x00, 0x00,
0x40, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x80, 0x03, 0x00, 0x00, 0x80, 0x03, 0x00, 0x00,
0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x10, 0x01, 0x00, 0x00,
0x10, 0x01, 0x00, 0x00, 0x20, 0x01, 0x00, 0x00, 0x20, 0x01, 0x00, 0x00, 0x20, 0x01, 0x00, 0x00,
0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x60, 0x01, 0x00, 0x00,
0x60, 0x01, 0x00, 0x00, 0x40, 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x01,
0x40, 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
private static byte[] formatExInfo = {
0x00, 0x01, 0x01, 0x03, 0x08, 0x01, 0x01, 0x03, 0x08, 0x01, 0x01, 0x03, 0x08, 0x01, 0x01, 0x03,
0x00, 0x01, 0x01, 0x03, 0x10, 0x01, 0x01, 0x03, 0x10, 0x01, 0x01, 0x03, 0x10, 0x01, 0x01, 0x03,
0x10, 0x01, 0x01, 0x03, 0x10, 0x01, 0x01, 0x03, 0x10, 0x01, 0x01, 0x03, 0x10, 0x01, 0x01, 0x03,
0x10, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03,
0x20, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03,
0x20, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03,
0x20, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03,
0x40, 0x01, 0x01, 0x03, 0x40, 0x01, 0x01, 0x03, 0x40, 0x01, 0x01, 0x03, 0x40, 0x01, 0x01, 0x03,
0x40, 0x01, 0x01, 0x03, 0x00, 0x01, 0x01, 0x03, 0x80, 0x01, 0x01, 0x03, 0x80, 0x01, 0x01, 0x03,
0x00, 0x01, 0x01, 0x03, 0x01, 0x08, 0x01, 0x05, 0x01, 0x08, 0x01, 0x06, 0x10, 0x01, 0x01, 0x07,
0x10, 0x01, 0x01, 0x08, 0x20, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03, 0x20, 0x01, 0x01, 0x03,
0x18, 0x03, 0x01, 0x04, 0x30, 0x03, 0x01, 0x04, 0x30, 0x03, 0x01, 0x04, 0x60, 0x03, 0x01, 0x04,
0x60, 0x03, 0x01, 0x04, 0x40, 0x04, 0x04, 0x09, 0x80, 0x04, 0x04, 0x0A, 0x80, 0x04, 0x04, 0x0B,
0x40, 0x04, 0x04, 0x0C, 0x40, 0x04, 0x04, 0x0D, 0x40, 0x04, 0x04, 0x0D, 0x40, 0x04, 0x04, 0x0D,
0x00, 0x01, 0x01, 0x03, 0x00, 0x01, 0x01, 0x03, 0x00, 0x01, 0x01, 0x03, 0x00, 0x01, 0x01, 0x03,
0x00, 0x01, 0x01, 0x03, 0x00, 0x01, 0x01, 0x03, 0x40, 0x01, 0x01, 0x03, 0x00, 0x01, 0x01, 0x03,
};
public static uint surfaceGetBitsPerPixel(uint surfaceFormat)
{
return formatHwInfo[(surfaceFormat & 0x3F) * 4];
}
public static uint nextPow2(uint dim)
{
uint newDim = 1;
if (dim < 0x7FFFFFFF)
{
while (newDim < dim)
newDim *= 2;
}
else
newDim = 0x80000000;
return newDim;
}
2019-04-06 14:22:02 +00:00
private static uint getDefaultGX2TileMode(uint dim, uint width, uint height, uint depth, uint format_, uint aa, uint use)
{
uint tileMode = 1;
bool IsDepthBuffer = (use & 4) != 0;
bool isColorBuffer = (use & 2) != 0;
if (dim != 0 || aa != 0 || IsDepthBuffer)
{
if (dim != 2 || isColorBuffer)
tileMode = 4;
else
tileMode = 7;
var surfOut = getSurfaceInfo((GX2SurfaceFormat)format_, width, height, depth, dim, tileMode, aa, 0);
2019-04-06 15:37:50 +00:00
if (width < surfOut.pitchAlign && height < surfOut.heightAlign)
2019-04-06 14:22:02 +00:00
{
if (tileMode == 7)
tileMode = 3;
else
tileMode = 2;
}
}
return tileMode;
}
private static uint GX2TileModeToAddrTileMode(uint tileMode)
{
if (tileMode == 16)
return 0;
return tileMode;
}
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
private static uint computeSurfaceThickness(AddrTileMode tileMode)
{
switch (tileMode)
{
case AddrTileMode.ADDR_TM_1D_TILED_THICK:
case AddrTileMode.ADDR_TM_2D_TILED_THICK:
case AddrTileMode.ADDR_TM_2B_TILED_THICK:
case AddrTileMode.ADDR_TM_3D_TILED_THICK:
case AddrTileMode.ADDR_TM_3B_TILED_THICK:
return 4;
case AddrTileMode.ADDR_TM_2D_TILED_XTHICK:
case AddrTileMode.ADDR_TM_3D_TILED_XTHICK:
return 8;
default:
return 1;
}
}
private static uint computePixelIndexWithinMicroTile(uint x, uint y, uint z, uint bpp)
{
switch (bpp)
{
case 0x08:
return (32 * ((y & 4) >> 2) | 16 * (y & 1) | 8 * ((y & 2) >> 1) |
4 * ((x & 4) >> 2) | 2 * ((x & 2) >> 1) | x & 1);
case 0x10:
return (32 * ((y & 4) >> 2) | 16 * ((y & 2) >> 1) | 8 * (y & 1) |
4 * ((x & 4) >> 2) | 2 * ((x & 2) >> 1) | x & 1);
case 0x20:
case 0x60:
return (32 * ((y & 4) >> 2) | 16 * ((y & 2) >> 1) | 8 * ((x & 4) >> 2) |
4 * (y & 1) | 2 * ((x & 2) >> 1) | x & 1);
case 0x40:
return (32 * ((y & 4) >> 2) | 16 * ((y & 2) >> 1) | 8 * ((x & 4) >> 2) |
4 * ((x & 2) >> 1) | 2 * (y & 1) | x & 1);
case 0x80:
return (32 * ((y & 4) >> 2) | 16 * ((y & 2) >> 1) | 8 * ((x & 4) >> 2) |
4 * ((x & 2) >> 1) | 2 * (x & 1) | y & 1);
default:
return (32 * ((y & 4) >> 2) | 16 * ((y & 2) >> 1) | 8 * ((x & 4) >> 2) |
4 * (y & 1) | 2 * ((x & 2) >> 1) | x & 1);
}
}
private static uint computePipeFromCoordWoRotation(uint x, uint y)
{
return ((y >> 3) ^ (x >> 3)) & 1;
}
private static uint computeBankFromCoordWoRotation(uint x, uint y)
{
return ((y >> 5) ^ (x >> 3)) & 1 | 2 * (((y >> 4) ^ (x >> 4)) & 1);
}
private static uint isThickMacroTiled(AddrTileMode tileMode)
{
switch (tileMode)
{
case AddrTileMode.ADDR_TM_2D_TILED_THICK:
case AddrTileMode.ADDR_TM_2B_TILED_THICK:
case AddrTileMode.ADDR_TM_3D_TILED_THICK:
case AddrTileMode.ADDR_TM_3B_TILED_THICK:
return 1;
default:
return 0;
}
}
private static uint isBankSwappedTileMode(AddrTileMode tileMode)
{
switch (tileMode)
{
case AddrTileMode.ADDR_TM_2B_TILED_THIN1:
case AddrTileMode.ADDR_TM_2B_TILED_THIN2:
case AddrTileMode.ADDR_TM_2B_TILED_THIN4:
case AddrTileMode.ADDR_TM_2B_TILED_THICK:
case AddrTileMode.ADDR_TM_3B_TILED_THIN1:
case AddrTileMode.ADDR_TM_3B_TILED_THICK:
return 1;
default:
return 0;
}
}
private static uint computeMacroTileAspectRatio(AddrTileMode tileMode)
{
switch (tileMode)
{
case AddrTileMode.ADDR_TM_2D_TILED_THIN2:
case AddrTileMode.ADDR_TM_2B_TILED_THIN2:
return 2;
case AddrTileMode.ADDR_TM_2D_TILED_THIN4:
case AddrTileMode.ADDR_TM_2B_TILED_THIN4:
return 4;
default:
return 1;
}
}
private static uint computeSurfaceBankSwappedWidth(AddrTileMode tileMode, uint bpp, uint pitch, uint numSamples)
{
if (isBankSwappedTileMode(tileMode) == 0)
return 0;
uint bytesPerSample = 8 * bpp;
uint samplesPerTile, slicesPerTile;
if (bytesPerSample != 0)
{
samplesPerTile = 2048 / bytesPerSample;
slicesPerTile = Math.Max(1, numSamples / samplesPerTile);
}
else
slicesPerTile = 1;
if (isThickMacroTiled(tileMode) != 0)
numSamples = 4;
uint bytesPerTileSlice = numSamples * bytesPerSample / slicesPerTile;
uint factor = computeMacroTileAspectRatio(tileMode);
uint swapTiles = Math.Max(1, 128 / bpp);
uint swapWidth = swapTiles * 32;
uint heightBytes = numSamples * factor * bpp * 2 / slicesPerTile;
uint swapMax = 0x4000 / heightBytes;
uint swapMin = 256 / bytesPerTileSlice;
uint bankSwapWidth = Math.Min(swapMax, Math.Max(swapMin, swapWidth));
while (bankSwapWidth >= 2 * pitch)
bankSwapWidth >>= 1;
return bankSwapWidth;
}
2019-04-06 15:37:50 +00:00
private static ulong computeSurfaceAddrFromCoordMicroTiled(uint x, uint y, uint slice, uint sample, uint bpp, uint pitch, AddrTileMode tileMode)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
{
int microTileThickness = 1;
if (tileMode == AddrTileMode.ADDR_TM_1D_TILED_THICK)
microTileThickness = 4;
uint microTileBytes = (uint)(64 * microTileThickness * bpp + 7) / 8;
uint microTilesPerRow = pitch >> 3;
uint microTileIndexX = x >> 3;
uint microTileIndexY = y >> 3;
ulong microTileOffset = microTileBytes * (microTileIndexX + microTileIndexY * microTilesPerRow);
uint pixelIndex = computePixelIndexWithinMicroTile(x, y, slice, bpp);
ulong pixelOffset = (bpp * pixelIndex) >> 3;
return pixelOffset + microTileOffset;
}
private static byte[] bankSwapOrder = { 0, 1, 3, 2, 6, 7, 5, 4, 0, 0 };
private static ulong computeSurfaceAddrFromCoordMacroTiled(uint x, uint y, uint z, uint bpp, uint pitch, uint height,
AddrTileMode tileMode, uint pipeSwizzle, uint bankSwizzle)
{
uint sampleSlice, numSamples, samplesPerSlice;
uint numSampleSplits, bankSwapWidth, swapIndex;
uint microTileThickness = computeSurfaceThickness(tileMode);
uint microTileBits = bpp * (microTileThickness * 64);
uint microTileBytes = (microTileBits + 7) / 8;
uint pixelIndex = computePixelIndexWithinMicroTile(x, y, z, bpp);
ulong elemOffset = bpp * pixelIndex;
uint bytesPerSample = microTileBytes;
if (microTileBytes <= 2048)
{
numSamples = 1;
sampleSlice = 0;
}
else
{
samplesPerSlice = 2048 / bytesPerSample;
numSampleSplits = 1;
numSamples = samplesPerSlice;
sampleSlice = (uint)(elemOffset / (microTileBits / numSampleSplits));
elemOffset %= microTileBits / numSampleSplits;
}
elemOffset = (elemOffset + 7) / 8;
uint pipe = computePipeFromCoordWoRotation(x, y);
uint bank = computeBankFromCoordWoRotation(x, y);
uint swizzle_ = pipeSwizzle + 2 * bankSwizzle;
uint bankPipe = ((pipe + 2 * bank) ^ (6 * sampleSlice ^ swizzle_)) % 8;
pipe = bankPipe % 2;
bank = bankPipe / 2;
uint sliceBytes = (height * pitch * microTileThickness * bpp * numSamples + 7) / 8;
uint sliceOffset = sliceBytes * (sampleSlice / microTileThickness);
uint macroTilePitch = 32;
uint macroTileHeight = 16;
switch (tileMode)
{
case AddrTileMode.ADDR_TM_2D_TILED_THIN2:
case AddrTileMode.ADDR_TM_2B_TILED_THIN2:
{
macroTilePitch = 16;
macroTileHeight = 32;
break;
}
case AddrTileMode.ADDR_TM_2D_TILED_THIN4:
case AddrTileMode.ADDR_TM_2B_TILED_THIN4:
{
macroTilePitch = 8;
macroTileHeight = 64;
break;
}
}
uint macroTilesPerRow = pitch / macroTilePitch;
uint macroTileBytes = (numSamples * microTileThickness * bpp * macroTileHeight
* macroTilePitch + 7) / 8;
uint macroTileIndexX = x / macroTilePitch;
uint macroTileIndexY = y / macroTileHeight;
ulong macroTileOffset = (macroTileIndexX + macroTilesPerRow * macroTileIndexY) * macroTileBytes;
switch (tileMode)
{
case AddrTileMode.ADDR_TM_2B_TILED_THIN1:
case AddrTileMode.ADDR_TM_2B_TILED_THIN2:
case AddrTileMode.ADDR_TM_2B_TILED_THIN4:
case AddrTileMode.ADDR_TM_2B_TILED_THICK:
case AddrTileMode.ADDR_TM_3B_TILED_THIN1:
case AddrTileMode.ADDR_TM_3B_TILED_THICK:
{
bankSwapWidth = computeSurfaceBankSwappedWidth(tileMode, bpp, pitch, 1);
swapIndex = macroTilePitch * macroTileIndexX / bankSwapWidth;
bank ^= bankSwapOrder[swapIndex & 3];
break;
}
}
ulong totalOffset = elemOffset + ((macroTileOffset + sliceOffset) >> 3);
return bank << 9 | pipe << 8 | 255 & totalOffset | (ulong)((int)totalOffset & -256) << 3;
}
public static uint computeSurfaceMipLevelTileMode(uint baseTileMode, uint bpp, uint level, uint width, uint height,
uint numSlices, uint numSamples, uint isDepth, uint noRecursive)
{
uint widthAlignFactor = 1;
uint macroTileWidth = 32;
uint macroTileHeight = 16;
uint tileSlices = computeSurfaceTileSlices(baseTileMode, bpp, numSamples);
uint expTileMode, widtha, heighta, numSlicesa, thickness, microTileBytes;
expTileMode = baseTileMode;
if (DebugSurface)
Console.WriteLine("baseTileMode " + baseTileMode);
2019-04-06 14:22:02 +00:00
if (numSamples > 1 || tileSlices > 1 || isDepth != 0)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
{
2019-04-06 14:22:02 +00:00
if (baseTileMode == 7)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
expTileMode = 4;
}
else if (baseTileMode == 13)
{
2019-04-06 14:22:02 +00:00
expTileMode = 12;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
}
else if (baseTileMode == 11)
{
if (numSamples > 1 || tileSlices > 1 || isDepth != 0)
expTileMode = 8;
}
else if (baseTileMode == 15)
{
if (numSamples > 1 || tileSlices > 1 || isDepth != 0)
expTileMode = 14;
}
2019-04-06 14:22:02 +00:00
if (baseTileMode == 2 && numSamples > 1)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
{
2019-04-06 14:22:02 +00:00
expTileMode = 4;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
}
else if (baseTileMode == 3)
{
if (numSamples > 1 || isDepth != 0)
expTileMode = 2;
if (numSamples == 2 || numSamples == 4)
{
expTileMode = 7;
}
}
else
{
expTileMode = baseTileMode;
}
if (DebugSurface)
Console.WriteLine("computeSurfaceMipLevelTileMode expTileMode " + expTileMode);
if (expTileMode != 12 && expTileMode != 13 && expTileMode != 14 &&
expTileMode != 15)
{
if (expTileMode == 12)
expTileMode = 4;
else if (expTileMode == 13)
expTileMode = 7;
else if (expTileMode == 14)
expTileMode = 8;
else if (expTileMode == 15)
expTileMode = 11;
}
if (noRecursive == 0)
{
switch (bpp)
{
case 24:
case 48:
case 96:
bpp /= 3;
break;
}
2019-03-30 16:45:00 +00:00
if (bpp == 24) { }
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
widtha = nextPow2(width);
heighta = nextPow2(height);
numSlicesa = nextPow2(numSlices);
if (level != 0)
{
expTileMode = convertToNonBankSwappedMode((AddrTileMode)expTileMode);
thickness = computeSurfaceThickness((AddrTileMode)expTileMode);
microTileBytes = (numSamples * bpp * (thickness << 6) + 7) >> 3;
if (microTileBytes < 256)
{
widthAlignFactor = Math.Max(1, 256 / microTileBytes);
}
if (expTileMode == 4 || expTileMode == 12)
{
if ((widtha < widthAlignFactor * macroTileWidth) || heighta < macroTileHeight)
expTileMode = 2;
}
else if (expTileMode == 5)
{
macroTileWidth = 16;
macroTileHeight = 32;
if ((widtha < widthAlignFactor * macroTileWidth) || heighta < macroTileHeight)
expTileMode = 2;
}
else if (expTileMode == 6)
{
macroTileWidth = 8;
macroTileHeight = 64;
if ((widtha < widthAlignFactor * macroTileWidth) || heighta < macroTileHeight)
expTileMode = 2;
}
else if (expTileMode == 7 || expTileMode == 13)
{
if ((widtha < widthAlignFactor * macroTileWidth) || heighta < macroTileHeight)
expTileMode = 3;
}
2019-04-06 14:22:02 +00:00
if (numSlicesa < 4)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
{
2019-04-06 14:22:02 +00:00
if (expTileMode == 3)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
expTileMode = 2;
}
else if (expTileMode == 7)
{
if (numSlicesa < 4)
expTileMode = 4;
}
2019-04-06 14:22:02 +00:00
else if (expTileMode == 13)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
{
2019-04-06 14:22:02 +00:00
expTileMode = 12;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
}
return computeSurfaceMipLevelTileMode(
expTileMode,
bpp,
level,
widtha,
heighta,
numSlicesa,
numSamples,
isDepth,
1);
}
}
return expTileMode;
}
private static uint computeSurfaceTileSlices(uint tileMode, uint bpp, uint numSamples)
{
uint bytePerSample = ((bpp << 6) + 7) >> 3;
uint tileSlices = 1;
uint samplePerTile;
if (computeSurfaceThickness((AddrTileMode)tileMode) > 1)
numSamples = 4;
if (bytePerSample != 0)
{
samplePerTile = 2048 / bytePerSample;
if (samplePerTile < numSamples)
tileSlices = Math.Max(1, numSamples / samplePerTile);
}
return tileSlices;
}
private static int getFillSizeFieldsFlags()
{
return (m_configFlags >> 6) & 1;
}
private static uint ComputeSurfaceInfoEx()
{
uint tileMode = pIn.tileMode;
uint bpp = pIn.bpp;
uint numSamples = Math.Max(1, pIn.numSamples);
uint pitch = pIn.width;
Console.WriteLine("ComputeSurfaceInfoEx pitch " + pitch);
uint height = pIn.height;
uint numSlices = pIn.numSlices;
uint mipLevel = pIn.mipLevel;
Flags flags = new Flags();
uint pPitchOut = pOut.pitch;
uint pHeightOut = pOut.height;
uint pNumSlicesOut = pOut.depth;
uint pTileModeOut = pOut.tileMode;
long pSurfSize = pOut.surfSize;
uint pBaseAlign = pOut.baseAlign;
uint pPitchAlign = pOut.pitchAlign;
uint pHeightAlign = pOut.heightAlign;
uint pDepthAlign = pOut.depthAlign;
uint padDims = 0;
uint valid = 0;
uint baseTileMode = tileMode;
if (DebugSurface)
{
Console.WriteLine("---------------------------");
Console.WriteLine(tileMode);
Console.WriteLine(bpp);
Console.WriteLine(numSamples);
Console.WriteLine(pitch);
Console.WriteLine(height);
Console.WriteLine(numSlices);
Console.WriteLine(mipLevel);
Console.WriteLine(flags);
Console.WriteLine(pPitchOut);
Console.WriteLine(pHeightOut);
Console.WriteLine(pNumSlicesOut);
Console.WriteLine(pTileModeOut);
Console.WriteLine(pSurfSize);
Console.WriteLine(pBaseAlign);
Console.WriteLine(pPitchAlign);
Console.WriteLine(pHeightAlign);
Console.WriteLine(pDepthAlign);
Console.WriteLine(padDims);
Console.WriteLine(valid);
Console.WriteLine(baseTileMode);
Console.WriteLine("---------------------------");
}
flags.value = pIn.flags.value;
Console.WriteLine("padDims " + padDims);
if (((flags.value >> 4) & 1) != mipLevel)
padDims = 2;
Console.WriteLine("padDims " + padDims);
if (((flags.value >> 6) & 1) != 0)
tileMode = convertToNonBankSwappedMode((AddrTileMode)tileMode);
else
{
if (DebugSurface)
Console.WriteLine(tileMode);
tileMode = computeSurfaceMipLevelTileMode(
tileMode,
bpp,
mipLevel,
pitch,
height,
numSlices,
numSamples,
(flags.value >> 1) & 1, 0);
if (DebugSurface)
{
Console.WriteLine("---------------------------");
Console.WriteLine(tileMode);
Console.WriteLine("---------------------------");
}
}
switch (tileMode)
{
case 0:
case 1:
var compSurfInfoLinear = computeSurfaceInfoLinear(
tileMode,
bpp,
numSamples,
pitch,
height,
numSlices,
mipLevel,
padDims,
flags);
valid = compSurfInfoLinear[0];
pPitchOut = compSurfInfoLinear[1];
pHeightOut = compSurfInfoLinear[2];
pNumSlicesOut = compSurfInfoLinear[3];
pSurfSize = compSurfInfoLinear[4];
pBaseAlign = compSurfInfoLinear[5];
pPitchAlign = compSurfInfoLinear[6];
pHeightAlign = compSurfInfoLinear[7];
pDepthAlign = compSurfInfoLinear[8];
pTileModeOut = tileMode;
break;
case 2:
case 3:
var compSurfInfoMicroTile = computeSurfaceInfoMicroTiled(
tileMode,
bpp,
numSamples,
pitch,
height,
numSlices,
mipLevel,
padDims,
flags);
valid = compSurfInfoMicroTile[0];
pPitchOut = compSurfInfoMicroTile[1];
pHeightOut = compSurfInfoMicroTile[2];
pNumSlicesOut = compSurfInfoMicroTile[3];
pSurfSize = compSurfInfoMicroTile[4];
pTileModeOut = compSurfInfoMicroTile[5];
pBaseAlign = compSurfInfoMicroTile[6];
pPitchAlign = compSurfInfoMicroTile[7];
pHeightAlign = compSurfInfoMicroTile[8];
pDepthAlign = compSurfInfoMicroTile[9];
break;
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
case 14:
case 15:
var compSurfInfoMacoTile = computeSurfaceInfoMacroTiled(
tileMode,
baseTileMode,
bpp,
numSamples,
pitch,
height,
numSlices,
mipLevel,
padDims,
flags);
valid = compSurfInfoMacoTile[0];
pPitchOut = compSurfInfoMacoTile[1];
pHeightOut = compSurfInfoMacoTile[2];
pNumSlicesOut = compSurfInfoMacoTile[3];
pSurfSize = compSurfInfoMacoTile[4];
pTileModeOut = compSurfInfoMacoTile[5];
pBaseAlign = compSurfInfoMacoTile[6];
pPitchAlign = compSurfInfoMacoTile[7];
pHeightAlign = compSurfInfoMacoTile[8];
pDepthAlign = compSurfInfoMacoTile[9];
break;
}
pOut.pitch = pPitchOut;
pOut.height = pHeightOut;
pOut.depth = pNumSlicesOut;
pOut.tileMode = pTileModeOut;
pOut.surfSize = pSurfSize;
pOut.baseAlign = pBaseAlign;
pOut.pitchAlign = pPitchAlign;
pOut.heightAlign = pHeightAlign;
pOut.depthAlign = pDepthAlign;
if (DebugSurface)
{
Console.WriteLine(pOut.pitch);
Console.WriteLine(pOut.height);
Console.WriteLine(pOut.depth);
Console.WriteLine(pOut.tileMode);
Console.WriteLine(pOut.surfSize);
Console.WriteLine(pOut.baseAlign);
Console.WriteLine(pOut.pitchAlign);
Console.WriteLine(pOut.heightAlign);
Console.WriteLine(pOut.depthAlign);
}
2019-04-06 15:37:50 +00:00
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
if (valid == 0)
return 3;
return 0;
}
private static uint[] computeSurfaceInfoLinear(uint tileMode, uint bpp, uint numSamples, uint pitch, uint height,
uint numSlices, uint mipLevel, uint padDims, Flags flags)
{
expPitch = pitch;
expHeight = height;
expNumSlices = numSlices;
uint valid = 1;
uint microTileThickness = computeSurfaceThickness((AddrTileMode)tileMode);
uint baseAlign, pitchAlign, heightAlign, slices;
uint pPitchOut, pHeightOut, pNumSlicesOut, pSurfSize, pBaseAlign, pPitchAlign, pHeightAlign, pDepthAlign;
var compAllignLinear = computeSurfaceAlignmentsLinear(tileMode, bpp, flags);
baseAlign = compAllignLinear.Item1;
pitchAlign = compAllignLinear.Item2;
heightAlign = compAllignLinear.Item3;
if ((flags.value >> 9 & 1) != mipLevel)
{
expPitch /= 3;
expPitch = nextPow2(expPitch);
}
if (mipLevel != 0)
{
expPitch = nextPow2(expPitch);
expHeight = nextPow2(expHeight);
if (((flags.value >> 4) & 1) != 0)
{
expNumSlices = numSlices;
if (numSlices <= 1)
padDims = 2;
else
padDims = 0;
}
else
expNumSlices = nextPow2(numSlices);
}
var padimens = padDimensions(
tileMode,
padDims,
(flags.value >> 4) & 1,
(flags.value >> 7) & 1,
pitchAlign,
heightAlign,
microTileThickness);
expPitch = padimens.Item1;
expHeight = padimens.Item2;
expNumSlices = padimens.Item3;
if (((flags.value >> 9) & 1) != mipLevel)
expPitch *= 3;
slices = expNumSlices * numSamples / microTileThickness;
pPitchOut = expPitch;
pHeightOut = expHeight;
pNumSlicesOut = expNumSlices;
pSurfSize = (expHeight * expPitch * slices * bpp * numSamples + 7) / 8;
pBaseAlign = baseAlign;
pPitchAlign = pitchAlign;
pHeightAlign = heightAlign;
pDepthAlign = microTileThickness;
return new uint[] { valid, pPitchOut, pHeightOut, pNumSlicesOut, pSurfSize, pBaseAlign, pPitchAlign, pHeightAlign, pDepthAlign };
}
private static Tuple<uint, uint, uint> computeSurfaceAlignmentsLinear(uint tileMode, uint bpp, Flags flags)
{
uint pixelsPerPipeInterleave;
uint baseAlign, pitchAlign, heightAlign;
2019-04-06 14:22:02 +00:00
if (tileMode == 0)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
{
2019-04-06 14:22:02 +00:00
baseAlign = 1;
pitchAlign = (bpp != 1 ? (uint)1 : 8);
heightAlign = 1;
}
else if (tileMode == 1)
{
pixelsPerPipeInterleave = 2048 / bpp;
baseAlign = 256;
pitchAlign = Math.Max(0x40, pixelsPerPipeInterleave);
heightAlign = 1;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
}
else
{
baseAlign = 1;
2019-04-06 14:22:02 +00:00
pitchAlign = 1;
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
heightAlign = 1;
}
pitchAlign = adjustPitchAlignment(flags, pitchAlign);
return new Tuple<uint, uint, uint>(baseAlign, pitchAlign, heightAlign);
}
private static uint convertToNonBankSwappedMode(AddrTileMode tileMode)
{
switch ((uint)tileMode)
{
case 8:
return 4;
case 9:
return 5;
case 10:
return 6;
case 11:
return 7;
case 14:
return 12;
case 15:
return 13;
}
return (uint)tileMode;
}
private static Tuple<uint, uint, uint, uint> getBitsPerPixel(uint format_)
{
uint fmtIdx = format_ * 4;
return new Tuple<uint, uint, uint, uint>
(formatExInfo[fmtIdx], formatExInfo[fmtIdx + 1],
formatExInfo[fmtIdx + 2], formatExInfo[fmtIdx + 3]);
}
private static void computeSurfaceInfo(surfaceIn aSurfIn, surfaceOut pSurfOut)
{
if (DebugSurface)
{
Console.WriteLine(" computeSurfaceInfo ------------------------------------ ");
}
pIn = aSurfIn;
pOut = pSurfOut;
TileInfo tileInfoNull = new TileInfo();
uint sliceFlags = 0;
uint returnCode = 0;
uint width, height, bpp, elemMode;
uint expandY, expandX;
elemMode = 0;
if (pIn.bpp > 0x80)
returnCode = 3;
if (DebugSurface)
Console.WriteLine("returnCode " + returnCode);
if (returnCode == 0)
{
if (DebugSurface)
{
Console.WriteLine("-------------------------------------------");
Console.WriteLine(" computeMipLevel");
Console.WriteLine("-------------------------------------------");
Console.WriteLine(" pIn.width " + pIn.width);
Console.WriteLine(" pIn.height " + pIn.height);
Console.WriteLine(" pIn.numSlices " + pIn.numSlices);
}
computeMipLevel();
width = pIn.width;
height = pIn.height;
bpp = pIn.bpp;
expandX = 1;
expandY = 1;
if (DebugSurface)
{
Console.WriteLine(pIn.width);
Console.WriteLine(pIn.height);
Console.WriteLine(pIn.numSlices);
Console.WriteLine("-------------------------------------------");
}
if (useTileIndex(pIn.tileIndex) == 0 && pIn.pTileInfo == null)
{
if (pOut.pTileInfo != null)
pIn.pTileInfo = pOut.pTileInfo;
else
{
pOut.pTileInfo = tileInfoNull;
pIn.pTileInfo = tileInfoNull;
}
}
pOut.pixelBits = pIn.bpp;
if (pIn.format != 0)
{
bpp = formatExInfo[pIn.format * 4];
expandX = formatExInfo[pIn.format * 4 + 1];
expandY = formatExInfo[pIn.format * 4 + 2];
elemMode = formatExInfo[pIn.format * 4 + 3];
if (DebugSurface)
{
Console.WriteLine($"bpp {bpp}");
Console.WriteLine($"expandX {expandX}");
Console.WriteLine($"expandY {expandY}");
Console.WriteLine($"elemMode {elemMode}");
}
if (elemMode == 4 && expandX == 3 && pIn.tileMode == 1)
pIn.flags.value |= 0x200;
bpp = adjustSurfaceInfo(elemMode, expandX, expandY, bpp, width, height);
if (DebugSurface)
{
Console.WriteLine($"width {pIn.width}");
Console.WriteLine($"height {pIn.height}");
Console.WriteLine($"bpp {pIn.bpp}");
}
}
else if (pIn.bpp != 0)
{
pIn.width = Math.Max(1, pIn.width);
pIn.height = Math.Max(1, pIn.height);
}
else
returnCode = 3;
if (returnCode == 0)
returnCode = ComputeSurfaceInfoEx();
if (returnCode == 0)
{
pOut.bpp = pIn.bpp;
pOut.pixelPitch = pOut.pitch;
pOut.pixelHeight = pOut.height;
if (pIn.format != 0 && (((pIn.flags.value >> 9) & 1) == 0 || pIn.mipLevel == 0))
bpp = restoreSurfaceInfo(elemMode, expandX, expandY, bpp);
if (sliceFlags == 1)
pOut.sliceSize = (pOut.height * pOut.pitch * pOut.bpp * pIn.numSamples + 7) / 8;
2019-04-06 14:22:02 +00:00
if (((pIn.flags.value >> 5) & 1) != 0)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
pOut.sliceSize = (uint)pOut.surfSize;
else
{
pOut.sliceSize = (uint)pOut.surfSize / pOut.depth;
if (pIn.slice == (pIn.numSlices - 1) && pIn.numSlices > 1)
pOut.sliceSize += pOut.sliceSize * (pOut.depth - pIn.numSlices);
}
pOut.pitchTileMax = (pOut.pitch >> 3) - 1;
pOut.heightTileMax = (pOut.height >> 3) - 1;
pOut.sliceTileMax = (pOut.height * pOut.pitch >> 6) - 1;
}
}
}
private static uint[] computeSurfaceInfoMicroTiled(uint tileMode, uint bpp, uint numSamples, uint pitch, uint height, uint numSlices, uint mipLevel, uint padDims, Flags flags)
{
expPitch = pitch;
expHeight = height;
expNumSlices = numSlices;
uint valid = 1;
uint expTileMode = tileMode;
uint microTileThickness = computeSurfaceThickness((AddrTileMode)tileMode);
uint pPitchOut, pHeightOut, pNumSlicesOut, pSurfSize, pTileModeOut, pBaseAlign, pPitchAlign, pHeightAlign, pDepthAlign;
if (mipLevel != 0)
{
expPitch = nextPow2(pitch);
expHeight = nextPow2(height);
if (((flags.value >> 4) & 1) != 0)
{
expNumSlices = numSlices;
if (numSlices <= 1)
padDims = 2;
else
padDims = 0;
}
else
expNumSlices = nextPow2(numSlices);
if (expTileMode == 3 && expNumSlices < 4)
{
expTileMode = 2;
microTileThickness = 1;
}
}
var surfMicroAlign = computeSurfaceAlignmentsMicroTiled(
expTileMode,
bpp,
flags,
numSamples);
uint baseAlign = surfMicroAlign.Item1;
uint pitchAlign = surfMicroAlign.Item2;
uint heightAlign = surfMicroAlign.Item3;
var padDimens = padDimensions(
expTileMode,
padDims,
(flags.value >> 4) & 1,
(flags.value >> 7) & 1,
pitchAlign,
heightAlign,
microTileThickness);
expPitch = padDimens.Item1;
expHeight = padDimens.Item2;
expNumSlices = padDimens.Item3;
pPitchOut = expPitch;
pHeightOut = expHeight;
pNumSlicesOut = expNumSlices;
pSurfSize = (expHeight * expPitch * expNumSlices * bpp * numSamples + 7) / 8;
Console.WriteLine("pSurfSize " + pSurfSize);
Console.WriteLine("expHeight " + expHeight);
Console.WriteLine("expPitch " + expPitch);
Console.WriteLine("expNumSlices " + expNumSlices);
Console.WriteLine("numSamples " + numSamples);
pTileModeOut = expTileMode;
pBaseAlign = baseAlign;
pPitchAlign = pitchAlign;
pHeightAlign = heightAlign;
pDepthAlign = microTileThickness;
return new uint[] { valid, pPitchOut, pHeightOut, pNumSlicesOut, pSurfSize, pTileModeOut, pBaseAlign, pPitchAlign, pHeightAlign, pDepthAlign };
}
private static uint IsPow2(uint dim)
{
if ((dim & (dim - 1)) == 0)
return 1;
else
return 0;
}
private static Tuple<uint, uint, uint> padDimensions(uint tileMode, uint padDims, uint isCube, uint cubeAsArray, uint pitchAlign, uint heightAlign, uint sliceAlign)
{
uint thickness = computeSurfaceThickness((AddrTileMode)tileMode);
if (padDims == 0)
padDims = 3;
if ((pitchAlign & (pitchAlign - 1)) == 0)
expPitch = powTwoAlign(expPitch, pitchAlign);
else
{
expPitch = pitchAlign + expPitch - 1;
expPitch /= pitchAlign;
expPitch *= pitchAlign;
}
if (padDims > 1)
expHeight = powTwoAlign(expHeight, heightAlign);
if (padDims > 2 || thickness > 1)
{
2019-04-06 14:22:02 +00:00
if (isCube != 0 || cubeAsArray != 0)
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
expNumSlices = nextPow2(expNumSlices);
if (thickness > 1)
expNumSlices = powTwoAlign(expNumSlices, sliceAlign);
}
return new Tuple<uint, uint, uint>(expPitch, expHeight, expNumSlices);
}
private static uint[] computeSurfaceInfoMacroTiled(uint tileMode, uint baseTileMode, uint bpp, uint numSamples,
uint pitch, uint height, uint numSlices, uint mipLevel, uint padDims, Flags flags)
{
expPitch = pitch;
expHeight = height;
expNumSlices = numSlices;
uint valid = 1;
uint expTileMode = tileMode;
uint microTileThickness = computeSurfaceThickness((AddrTileMode)tileMode);
uint baseAlign, pitchAlign, heightAlign, macroWidth, macroHeight;
uint bankSwappedWidth, pitchAlignFactor;
uint result, pPitchOut, pHeightOut, pNumSlicesOut, pSurfSize, pTileModeOut, pBaseAlign, pPitchAlign, pHeightAlign, pDepthAlign;
if (mipLevel != 0)
{
expPitch = nextPow2(pitch);
expHeight = nextPow2(height);
if (((flags.value >> 4) & 1) != 0)
{
expNumSlices = numSlices;
if (numSlices <= 1)
padDims = 2;
else
padDims = 0;
}
else
expNumSlices = nextPow2(numSlices);
if (expTileMode == 7 && expNumSlices < 4)
{
expTileMode = 4;
microTileThickness = 1;
}
}
if (tileMode == baseTileMode
|| mipLevel == 0
|| isThickMacroTiled((AddrTileMode)baseTileMode) == 0
|| isThickMacroTiled((AddrTileMode)tileMode) != 0)
{
var tup = computeSurfaceAlignmentsMacroTiled(
tileMode,
bpp,
flags,
numSamples);
baseAlign = tup.Item1;
pitchAlign = tup.Item2;
heightAlign = tup.Item3;
macroWidth = tup.Item4;
macroHeight = tup.Item5;
bankSwappedWidth = computeSurfaceBankSwappedWidth((AddrTileMode)tileMode, bpp, pitch, numSamples);
if (bankSwappedWidth > pitchAlign)
pitchAlign = bankSwappedWidth;
var padDimens = padDimensions(
tileMode,
padDims,
(flags.value >> 4) & 1,
(flags.value >> 7) & 1,
pitchAlign,
heightAlign,
microTileThickness);
expPitch = padDimens.Item1;
expHeight = padDimens.Item2;
expNumSlices = padDimens.Item3;
pPitchOut = expPitch;
pHeightOut = expHeight;
pNumSlicesOut = expNumSlices;
pSurfSize = (expHeight * expPitch * expNumSlices * bpp * numSamples + 7) / 8;
pTileModeOut = expTileMode;
pBaseAlign = baseAlign;
pPitchAlign = pitchAlign;
pHeightAlign = heightAlign;
pDepthAlign = microTileThickness;
result = valid;
}
else
{
var tup = computeSurfaceAlignmentsMacroTiled(
baseTileMode,
bpp,
flags,
numSamples);
baseAlign = tup.Item1;
pitchAlign = tup.Item2;
heightAlign = tup.Item3;
macroWidth = tup.Item4;
macroHeight = tup.Item5;
pitchAlignFactor = Math.Max(1, 32 / bpp);
if (expPitch < pitchAlign * pitchAlignFactor || expHeight < heightAlign)
{
expTileMode = 2;
var microTileInfo = computeSurfaceInfoMicroTiled(
2,
bpp,
numSamples,
pitch,
height,
numSlices,
mipLevel,
padDims,
flags);
result = microTileInfo[0];
pPitchOut = microTileInfo[1];
pHeightOut = microTileInfo[2];
pNumSlicesOut = microTileInfo[3];
pSurfSize = microTileInfo[4];
pTileModeOut = microTileInfo[5];
pBaseAlign = microTileInfo[6];
pPitchAlign = microTileInfo[7];
pHeightAlign = microTileInfo[8];
pDepthAlign = microTileInfo[9];
}
else
{
tup = computeSurfaceAlignmentsMacroTiled(
tileMode,
bpp,
flags,
numSamples);
baseAlign = tup.Item1;
pitchAlign = tup.Item2;
heightAlign = tup.Item3;
macroWidth = tup.Item4;
macroHeight = tup.Item5;
bankSwappedWidth = computeSurfaceBankSwappedWidth((AddrTileMode)tileMode, bpp, pitch, numSamples);
if (bankSwappedWidth > pitchAlign)
pitchAlign = bankSwappedWidth;
var padDimens = padDimensions(
tileMode,
padDims,
(flags.value >> 4) & 1,
(flags.value >> 7) & 1,
pitchAlign,
heightAlign,
microTileThickness);
expPitch = padDimens.Item1;
expHeight = padDimens.Item2;
expNumSlices = padDimens.Item3;
pPitchOut = expPitch;
pHeightOut = expHeight;
pNumSlicesOut = expNumSlices;
pSurfSize = (expHeight * expPitch * expNumSlices * bpp * numSamples + 7) / 8;
pTileModeOut = expTileMode;
pBaseAlign = baseAlign;
pPitchAlign = pitchAlign;
pHeightAlign = heightAlign;
pDepthAlign = microTileThickness;
result = valid;
}
}
return new uint[] { result, pPitchOut, pHeightOut,
pNumSlicesOut, pSurfSize, pTileModeOut, pBaseAlign, pitchAlign, heightAlign, pDepthAlign};
}
private static Tuple<uint, uint, uint> computeSurfaceAlignmentsMicroTiled(uint tileMode, uint bpp, Flags flags, uint numSamples)
{
switch (bpp)
{
case 24:
case 48:
case 96:
bpp /= 3;
break;
}
uint thickness = computeSurfaceThickness((AddrTileMode)tileMode);
uint baseAlign = 256;
uint pitchAlign = Math.Max(8, 256 / bpp / numSamples / thickness);
uint heightAlign = 8;
pitchAlign = adjustPitchAlignment(flags, pitchAlign);
return new Tuple<uint, uint, uint>(baseAlign, pitchAlign, heightAlign);
}
private static Tuple<uint, uint, uint, uint, uint> computeSurfaceAlignmentsMacroTiled(uint tileMode, uint bpp, Flags flags, uint numSamples)
{
uint aspectRatio = computeMacroTileAspectRatio((AddrTileMode)tileMode);
uint thickness = computeSurfaceThickness((AddrTileMode)tileMode);
switch (bpp)
{
case 24:
case 48:
case 96:
bpp /= 3;
break;
case 3:
bpp = 1;
break;
}
uint macroTileWidth = 32 / aspectRatio;
uint macroTileHeight = aspectRatio * 16;
uint pitchAlign = Math.Max(macroTileWidth, macroTileWidth * (256 / bpp / (8 * thickness) / numSamples));
pitchAlign = adjustPitchAlignment(flags, pitchAlign);
uint heightAlign = macroTileHeight;
uint macroTileBytes = numSamples * ((bpp * macroTileHeight * macroTileWidth + 7) >> 3);
uint baseAlign;
if (thickness == 1)
baseAlign = Math.Max(macroTileBytes, (numSamples * heightAlign * bpp * pitchAlign + 7) >> 3);
else
baseAlign = Math.Max(256, (4 * heightAlign * bpp * pitchAlign + 7) >> 3);
uint microTileBytes = (thickness * numSamples * (bpp << 6) + 7) >> 3;
uint numSlicesPerMicroTile;
if (microTileBytes < 2048)
numSlicesPerMicroTile = 1;
else
numSlicesPerMicroTile = microTileBytes / 2048;
baseAlign /= numSlicesPerMicroTile;
return new Tuple<uint, uint, uint, uint, uint>(baseAlign, pitchAlign, heightAlign, macroTileWidth, macroTileHeight);
}
private static uint adjustPitchAlignment(Flags flags, uint pitchAlign)
{
if (((flags.value >> 13) & 1) != 0)
2019-04-06 14:22:02 +00:00
pitchAlign = powTwoAlign_0(pitchAlign, 0x20);
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
return pitchAlign;
}
private static uint adjustSurfaceInfo(uint elemMode, uint expandX, uint expandY, uint bpp, uint width, uint height)
{
uint bBCnFormat = 0;
uint widtha, heighta;
switch (elemMode)
{
case 9:
case 10:
case 11:
case 12:
case 13:
if (bpp != 0)
bBCnFormat = 1;
break;
}
if (width != 0 && height != 0)
{
if (expandX > 1 || expandY > 1)
{
if (elemMode == 4)
{
widtha = expandX * width;
heighta = expandY * height;
}
else if (bBCnFormat != 0)
{
widtha = width / expandX;
heighta = height / expandY;
2019-04-06 15:37:50 +00:00
}
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
else
{
widtha = (width + expandX - 1) / expandX;
heighta = (height + expandY - 1) / expandY;
}
pIn.width = Math.Max(1, widtha);
pIn.height = Math.Max(1, heighta);
}
}
if (bpp != 0)
{
switch (elemMode)
{
case 4:
pIn.bpp = bpp / expandX / expandY;
break;
case 5:
case 6:
pIn.bpp = expandY * expandX * bpp;
break;
case 9:
case 12:
pIn.bpp = 64;
break;
case 10:
case 11:
case 13:
pIn.bpp = 128;
break;
default:
pIn.bpp = bpp;
break;
}
return pIn.bpp;
}
return 0;
}
private static uint useTileIndex(int index)
{
return 0;
}
private static void computeMipLevel()
{
uint slices = 0;
uint height = 0;
uint width = 0;
uint hwlHandled = 0;
if (49 <= pIn.format && pIn.format <= 55 && (pIn.mipLevel == 0 || ((pIn.flags.value >> 12) & 1) != 0))
{
pIn.width = powTwoAlign(pIn.width, 4);
pIn.height = powTwoAlign(pIn.height, 4);
}
if (DebugSurface)
{
Console.WriteLine("-------------------------------------------");
Console.WriteLine(" hwlComputeMipLevel");
Console.WriteLine("-------------------------------------------");
Console.WriteLine(" pIn.width " + pIn.width);
Console.WriteLine(" pIn.height " + pIn.height);
Console.WriteLine(" pIn.numSlices " + pIn.numSlices);
}
hwlHandled = hwlComputeMipLevel();
if (DebugSurface)
{
Console.WriteLine(" Output:");
Console.WriteLine(" pIn.width " + pIn.width);
Console.WriteLine(" pIn.height " + pIn.height);
Console.WriteLine(" pIn.numSlices " + pIn.numSlices);
Console.WriteLine("-------------------------------------------");
}
if (hwlHandled == 0 && pIn.mipLevel != 0 && ((pIn.flags.value >> 12) & 1) != 0)
{
width = Math.Max(1, pIn.width >> (int)pIn.mipLevel);
height = Math.Max(1, pIn.height >> (int)pIn.mipLevel);
slices = Math.Max(1, pIn.numSlices);
if (((pIn.flags.value >> 4) & 1) != 0)
slices = Math.Max(1, slices >> (int)pIn.mipLevel);
if (pIn.format != 47 && pIn.format != 48)
{
width = nextPow2(width);
height = nextPow2(height);
slices = nextPow2(slices);
}
width = nextPow2(width);
height = nextPow2(height);
slices = nextPow2(slices);
}
}
private static uint restoreSurfaceInfo(uint elemMode, uint expandX, uint expandY, uint bpp)
{
uint width, height;
if (pOut.pixelPitch != 0 && pOut.pixelHeight != 0)
{
width = pOut.pixelPitch;
height = pOut.pixelHeight;
if (expandX > 1 || expandY > 1)
{
if (elemMode == 4)
{
width /= expandX;
height /= expandY;
}
else
{
width *= expandX;
height *= expandY;
}
pOut.pixelPitch = Math.Max(1, width);
pOut.pixelHeight = Math.Max(1, height);
}
}
if (bpp != 0)
{
switch (elemMode)
{
case 4:
return expandY * expandX * bpp;
case 5:
case 6:
return bpp / expandX / expandY;
case 9:
case 12:
return 64;
case 10:
case 11:
case 13:
return 128;
default:
return bpp;
}
}
return 0;
}
private static uint hwlComputeMipLevel()
{
uint handled = 0;
if (49 <= pIn.format && pIn.format <= 55)
{
if (pIn.mipLevel != 0)
{
uint width = pIn.width;
uint height = pIn.height;
uint slices = pIn.numSlices;
if (((pIn.flags.value >> 12) & 1) != 0)
{
uint widtha = width >> (int)pIn.mipLevel;
uint heighta = height >> (int)pIn.mipLevel;
if (((pIn.flags.value >> 4) & 1) == 0)
slices >>= (int)pIn.mipLevel;
width = Math.Max(1, widtha);
height = Math.Max(1, heighta);
slices = Math.Max(1, slices);
}
pIn.width = nextPow2(width);
pIn.height = nextPow2(height);
pIn.numSlices = slices;
handled = 1;
}
}
return handled;
}
private static uint powTwoAlign(uint x, uint align)
{
return ~(align - 1) & (x + align - 1);
}
2019-04-06 14:22:02 +00:00
/// <summary>
/// Gets the surface info of a GX2 texture
/// </summary>
/// <param name="surfaceFormat">The <see cref="GX2SurfaceFormat"/> of the surface.</param>
/// <param name="surfaceWidth">The width of the surface.</param>
/// <param name="surfaceHeight">The height of the surface.</param>
/// <param name="surfaceDepth">The depth of the surface.</param>
/// <param name="surfaceDim">The <see cref="GX2SurfaceDim"/ of the surface.</param>
/// <param name="surfaceTileMode">The <see cref="GX2TileMode"/ of the surface.</param>
/// <param name="surfaceAA">The <see cref="GX2AAMode"/ of the surface.</param>
/// <param name="level">The mip level of which the info will be calculated for (first mipmap corresponds to value 1</param>
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 16:55:09 +00:00
public static surfaceOut getSurfaceInfo(GX2SurfaceFormat surfaceFormat, uint surfaceWidth, uint surfaceHeight, uint surfaceDepth, uint surfaceDim, uint surfaceTileMode, uint surfaceAA, int level)
{
GX2Surface surface = new GX2Surface();
uint dim = 0;
uint width = 0;
uint blockSize = 0;
int numSamples = 0;
int hwFormat = 0;
var aSurfIn = new surfaceIn();
var pSurfOut = new surfaceOut();
hwFormat = (int)surfaceFormat & 0x3F;
if (surfaceTileMode == 16)
{
numSamples = 1 << (int)surfaceAA;
if (hwFormat < 0x31 || hwFormat > 0x35)
blockSize = 1;
else
blockSize = 4;
width = (uint)(~(blockSize - 1) & ((surfaceWidth >> level) + blockSize - 1));
if (hwFormat == 0x35)
return pSurfOut;
pSurfOut.bpp = formatHwInfo[hwFormat * 4];
pSurfOut.size = 96;
pSurfOut.pitch = (uint)(width / blockSize);
pSurfOut.pixelBits = formatHwInfo[hwFormat * 4];
pSurfOut.baseAlign = 1;
pSurfOut.pitchAlign = 1;
pSurfOut.heightAlign = 1;
pSurfOut.depthAlign = 1;
dim = surfaceDim;
if (dim == 0)
{
pSurfOut.height = 1;
pSurfOut.depth = 1;
}
else if (dim == 1)
{
pSurfOut.height = Math.Max(1, surfaceHeight >> level);
pSurfOut.depth = 1;
}
else if (dim == 2)
{
pSurfOut.height = Math.Max(1, surfaceHeight >> level);
pSurfOut.depth = Math.Max(1, surfaceDepth >> level);
}
else if (dim == 3)
{
pSurfOut.height = Math.Max(1, surfaceHeight >> level);
pSurfOut.depth = Math.Max(6, surfaceDepth);
}
else if (dim == 4)
{
pSurfOut.height = 1;
pSurfOut.depth = surfaceDepth;
}
else if (dim == 5)
{
pSurfOut.height = Math.Max(1, surfaceHeight >> level);
pSurfOut.depth = surfaceDepth;
}
pSurfOut.height = (~(blockSize - 1) & (pSurfOut.height + blockSize - 1)) / blockSize;
pSurfOut.pixelPitch = (~(blockSize - 1) & ((surfaceWidth >> level) + blockSize - 1));
pSurfOut.pixelPitch = Math.Max(blockSize, pSurfOut.pixelPitch);
pSurfOut.pixelHeight = (~(blockSize - 1) & ((surfaceHeight >> level) + blockSize - 1));
pSurfOut.pixelHeight = Math.Max(blockSize, pSurfOut.pixelHeight);
pSurfOut.pitch = Math.Max(1, pSurfOut.pitch);
pSurfOut.height = Math.Max(1, pSurfOut.height);
pSurfOut.surfSize = pSurfOut.bpp * numSamples * pSurfOut.depth * pSurfOut.height * pSurfOut.pitch >> 3;
if (surfaceDim == 2)
pSurfOut.sliceSize = (uint)pSurfOut.surfSize;
else
pSurfOut.sliceSize = (uint)pSurfOut.surfSize / pSurfOut.depth;
pSurfOut.pitchTileMax = (pSurfOut.pitch >> 3) - 1;
pSurfOut.heightTileMax = (pSurfOut.height >> 3) - 1;
pSurfOut.sliceTileMax = (pSurfOut.height * pSurfOut.pitch >> 6) - 1;
}
else
{
aSurfIn.size = 60;
aSurfIn.tileMode = surfaceTileMode & 0x0F;
aSurfIn.format = (uint)hwFormat;
aSurfIn.bpp = formatHwInfo[hwFormat * 4];
aSurfIn.numSamples = (uint)1 << (int)surfaceAA;
aSurfIn.numFrags = aSurfIn.numSamples;
aSurfIn.width = (uint)Math.Max(1, surfaceWidth >> level);
dim = surfaceDim;
if (dim == 0)
{
aSurfIn.height = 1;
aSurfIn.numSlices = 1;
}
else if (dim == 1)
{
aSurfIn.height = (uint)Math.Max(1, surfaceHeight >> level);
aSurfIn.numSlices = 1;
}
else if (dim == 2)
{
aSurfIn.height = (uint)Math.Max(1, surfaceHeight >> level);
aSurfIn.numSlices = (uint)Math.Max(1, surfaceDepth >> level);
}
else if (dim == 3)
{
aSurfIn.height = (uint)Math.Max(1, surfaceHeight >> level);
aSurfIn.numSlices = (uint)Math.Max(6, surfaceDepth);
aSurfIn.flags.value |= 0x10;
}
else if (dim == 4)
{
aSurfIn.height = 1;
aSurfIn.numSlices = (uint)surfaceDepth;
}
else if (dim == 5)
{
aSurfIn.height = (uint)Math.Max(1, surfaceHeight >> level);
aSurfIn.numSlices = (uint)surfaceDepth;
}
else if (dim == 6)
{
aSurfIn.height = (uint)Math.Max(1, surfaceHeight >> level);
aSurfIn.numSlices = 1;
}
else if (dim == 7)
{
aSurfIn.height = (uint)Math.Max(1, surfaceHeight >> level);
aSurfIn.numSlices = (uint)surfaceDepth;
}
aSurfIn.slice = 0;
aSurfIn.mipLevel = (uint)level;
if (surfaceDim == 2)
aSurfIn.flags.value |= 0x20;
if (level == 0)
aSurfIn.flags.value = (1 << 12) | aSurfIn.flags.value & 0xFFFFEFFF;
else
aSurfIn.flags.value = aSurfIn.flags.value & 0xFFFFEFFF;
pSurfOut.size = 96;
computeSurfaceInfo(aSurfIn, pSurfOut);
pSurfOut = pOut;
}
return pSurfOut;
}
}
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}