TXTR (Tropical Freeze): Difference between revisions
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The '''TXTR''' format is Tropical Freeze's texture format. The image data in the GPU buffer is compressed using [[LZSS Compression|LZSS compression]]. | The '''TXTR''' format is Tropical Freeze's texture format. The image data in the GPU buffer is compressed using [[LZSS Compression|LZSS compression]]. | ||
{{research| | {{research|moderate|There are a couple unknowns in the header. It would also be good to have some documentation on how to deswizzle/decompress different texture formats.}} | ||
__TOC__ | __TOC__ | ||
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{| class="wikitable" | {| class="wikitable" | ||
! Offset | ! Offset | ||
! Type | ! style="width:110px;"|Type | ||
! Count | ! style="width:100px;"|Count | ||
! Name | ! style="width:170px;"|Name | ||
! Notes | ! Notes | ||
|- | |- | ||
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| 1 | | 1 | ||
| [[#Texture Type|'''Texture Type''']] | | [[#Texture Type|'''Texture Type''']] | ||
| | | Describes the type/dimensionality of the texture (2D texture, 3D texture, cubemap, array of 2D images, etc). | ||
|- | |- | ||
| 0x1C | | 0x1C | ||
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| 1 | | 1 | ||
| [[#Texture Format|'''Texture Format''']] | | [[#Texture Format|'''Texture Format''']] | ||
| | | Describes the format that the image data is encoded in. | ||
|- | |- | ||
| 0x20 | | 0x20 | ||
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| 1 | | 1 | ||
| '''Width''' | | '''Width''' | ||
| | | Texture X resolution. | ||
|- | |- | ||
| 0x24 | | 0x24 | ||
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| 1 | | 1 | ||
| '''Height''' | | '''Height''' | ||
| | | Texture Y resolution. | ||
|- | |- | ||
| 0x28 | | 0x28 | ||
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| 1 | | 1 | ||
| '''Depth''' | | '''Depth''' | ||
| | | Texture Z resolution. | ||
|- | |- | ||
| 0x2C | | 0x2C | ||
| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Tile Mode''' | ||
| | | Indicates how the texture image data is tiled. | ||
|- | |- | ||
| 0x30 | | 0x30 | ||
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| 1 | | 1 | ||
| '''Swizzle''' | | '''Swizzle''' | ||
| | | Indicates how the texture image data is swizzled. | ||
|- | |- | ||
| 0x34 | | 0x34 | ||
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| u32 | | u32 | ||
| ''Mipmap Count'' | | ''Mipmap Count'' | ||
| | | '''Mipmap Sizes''' | ||
| | | The size of the base level mipmap is calculated with padding and alignment taken into account. The size of subsequent mipmaps is calculated as Width*Height*Depth*BPP/8. This does '''not''' take padding and alignment into account, and so it does not accurately reflect the amount of space the mipmap takes up in the file, and it cannot be used to accurately locate and read mipmap data. The offset and size needs to be calculated from the other parameters in the header. The game calculates this data by calling GX2CalcSurfaceSizeAndAlignment. | ||
|- | |- | ||
| {{none}} | | {{none}} | ||
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| 1 | | 1 | ||
| [[#Texture Filter|'''Texture Filter''']] | | [[#Texture Filter|'''Texture Filter''']] | ||
| | | Determines how the texture is filtered when sampled. | ||
|- | |- | ||
| {{none}} | | {{none}} | ||
| u8 | | u8 | ||
| 1 | | 1 | ||
| [[#Texture Wrap|'''Texture | | [[#Texture Wrap|'''Texture Wrap X''']] | ||
| | | Determines how the texture wraps on the X coordinate. | ||
|- | |- | ||
| {{none}} | | {{none}} | ||
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| 1 | | 1 | ||
| [[#Texture Wrap|'''Texture Wrap Y''']] | | [[#Texture Wrap|'''Texture Wrap Y''']] | ||
| | | Determines how the texture wraps on the Y coordinate. | ||
|- | |- | ||
| {{none}} | | {{none}} | ||
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| 1 | | 1 | ||
| [[#Texture Wrap|'''Texture Wrap Z''']] | | [[#Texture Wrap|'''Texture Wrap Z''']] | ||
| | | Determines how the texture wraps on the Z coordinate. | ||
|} | |} | ||
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{| class="wikitable" | {| class="wikitable" | ||
! ID | ! ID | ||
! | ! Type | ||
|- | |- | ||
| 0 | | 0 | ||
| | | 1D Texture | ||
|- | |- | ||
| 1 | | 1 | ||
| | | 2D Texture | ||
|- | |- | ||
| 2 | | 2 | ||
| | | 3D Texture | ||
|- | |- | ||
| 3 | | 3 | ||
| | | Cube Texture | ||
|- | |- | ||
| 4 | | 4 | ||
| | | 1D Texture Array | ||
|- | |- | ||
| 5 | | 5 | ||
| | | 2D Texture Array | ||
|- | |- | ||
| 6 | | 6 | ||
| | | Multisampled 2D Texture | ||
|- | |- | ||
| 7 | | 7 | ||
| | | Multisampled 2D Texture Array | ||
|} | |} | ||
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| 1 | | 1 | ||
| {{unknown|Unknown}} | | {{unknown|Unknown}} | ||
| | | Always 4 | ||
|- | |- | ||
| 0x4 | | 0x4 | ||
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| u32 | | u32 | ||
| 1 | | 1 | ||
| | | '''Base Alignment''' | ||
| | | Alignment of the surface image data | ||
|- | |- | ||
| 0x10 | | 0x10 |
Latest revision as of 21:04, 17 December 2017
See TXTR (File Format) for the other revisions of this format.
The TXTR format is Tropical Freeze's texture format. The image data in the GPU buffer is compressed using LZSS compression.
This file format needs more research There are a couple unknowns in the header. It would also be good to have some documentation on how to deswizzle/decompress different texture formats. |
Format
The format starts with the typical form descriptor found in every Tropical Freeze format. Following that, there's a HEAD header section that contains most of the texture parameters, then the GPU section containing the actual compressed image data. This is the structure of the HEAD section:
Offset | Type | Count | Name | Notes |
---|---|---|---|---|
0x0 | Chunk Descriptor | 1 | HEAD Chunk Descriptor | |
0x18 | u32 | 1 | Texture Type | Describes the type/dimensionality of the texture (2D texture, 3D texture, cubemap, array of 2D images, etc). |
0x1C | u32 | 1 | Texture Format | Describes the format that the image data is encoded in. |
0x20 | u32 | 1 | Width | Texture X resolution. |
0x24 | u32 | 1 | Height | Texture Y resolution. |
0x28 | u32 | 1 | Depth | Texture Z resolution. |
0x2C | u32 | 1 | Tile Mode | Indicates how the texture image data is tiled. |
0x30 | u32 | 1 | Swizzle | Indicates how the texture image data is swizzled. |
0x34 | u32 | 1 | Mipmap Count | |
0x38 | u32 | Mipmap Count | Mipmap Sizes | The size of the base level mipmap is calculated with padding and alignment taken into account. The size of subsequent mipmaps is calculated as Width*Height*Depth*BPP/8. This does not take padding and alignment into account, and so it does not accurately reflect the amount of space the mipmap takes up in the file, and it cannot be used to accurately locate and read mipmap data. The offset and size needs to be calculated from the other parameters in the header. The game calculates this data by calling GX2CalcSurfaceSizeAndAlignment. |
u32 | 1 | Unknown | This parameter is part of NTextureFormat::STextureSamplerData (along with the next 4 parameters) | |
u8 | 1 | Texture Filter | Determines how the texture is filtered when sampled. | |
u8 | 1 | Texture Wrap X | Determines how the texture wraps on the X coordinate. | |
u8 | 1 | Texture Wrap Y | Determines how the texture wraps on the Y coordinate. | |
u8 | 1 | Texture Wrap Z | Determines how the texture wraps on the Z coordinate. |
Texture Type
This enum basically maps directly to a GX2SurfaceDim enum.
ID | Type |
---|---|
0 | 1D Texture |
1 | 2D Texture |
2 | 3D Texture |
3 | Cube Texture |
4 | 1D Texture Array |
5 | 2D Texture Array |
6 | Multisampled 2D Texture |
7 | Multisampled 2D Texture Array |
Texture Format
ID | GX2SurfaceFormat |
---|---|
0x00 | GX2_SURFACE_FORMAT_TC_R8_UNORM |
0x01 | GX2_SURFACE_FORMAT_TC_R8_SNORM |
0x02 | GX2_SURFACE_FORMAT_TC_R8_UINT |
0x03 | GX2_SURFACE_FORMAT_TC_R8_SINT |
0x04 | GX2_SURFACE_FORMAT_TCD_R16_UNORM |
0x05 | GX2_SURFACE_FORMAT_TC_R16_SNORM |
0x06 | GX2_SURFACE_FORMAT_TC_R16_UINT |
0x07 | GX2_SURFACE_FORMAT_TC_R16_SINT |
0x08 | GX2_SURFACE_FORMAT_TC_R16_FLOAT |
0x09 | GX2_SURFACE_FORMAT_TC_R32_UINT |
0x0A | GX2_SURFACE_FORMAT_TC_R32_SINT |
0x0B | GX2_SURFACE_FORMAT_INVALID |
0x0C | GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_UNORM |
0x0D | GX2_SURFACE_FORMAT_TCS_R8_G8_B8_A8_SRGB |
0x0E | GX2_SURFACE_FORMAT_TC_R16_G16_B16_A16_FLOAT |
0x0F | GX2_SURFACE_FORMAT_TC_R32_G32_B32_A32_FLOAT |
0x10 | GX2_SURFACE_FORMAT_TCD_R16_UNORM |
0x11 | GX2_SURFACE_FORMAT_TCD_R16_UNORM |
0x12 | GX2_SURFACE_FORMAT_D_D24_S8_UNORM |
0x13 | GX2_SURFACE_FORMAT_TCD_R32_FLOAT |
0x14 | GX2_SURFACE_FORMAT_T_BC1_UNORM |
0x15 | GX2_SURFACE_FORMAT_T_BC1_SRGB |
0x16 | GX2_SURFACE_FORMAT_T_BC2_UNORM |
0x17 | GX2_SURFACE_FORMAT_T_BC2_SRGB |
0x18 | GX2_SURFACE_FORMAT_T_BC3_UNORM |
0x19 | GX2_SURFACE_FORMAT_T_BC3_SRGB |
0x1A | GX2_SURFACE_FORMAT_T_BC4_UNORM |
0x1B | GX2_SURFACE_FORMAT_T_BC4_SNORM |
0x1C | GX2_SURFACE_FORMAT_T_BC5_UNORM |
0x1D | GX2_SURFACE_FORMAT_T_BC5_SNORM |
0x1E | GX2_SURFACE_FORMAT_TC_R11_G11_B10_FLOAT |
0x1F | GX2_SURFACE_FORMAT_TCD_R32_FLOAT |
0x20 | GX2_SURFACE_FORMAT_TC_R16_G16_FLOAT |
0x21 | GX2_SURFACE_FORMAT_TC_R8_G8_UNORM |
Texture Filter
Invalid values default to 1 (linear).
ID | GX2TexMipFilterType |
---|---|
0 | GX2_TEX_MIP_FILTER_POINT |
1 | GX2_TEX_MIP_FILTER_LINEAR |
Texture Wrap
Invalid values default to 0 (clamp).
ID | GX2TexClamp |
---|---|
0 | GX2_TEX_CLAMP_CLAMP |
1 | GX2_TEX_CLAMP_WRAP |
2 | GX2_TEX_CLAMP_MIRROR |
3 | GX2_TEX_CLAMP_MIRROR_ONCE |
PAK Metadata
The pak metadata for the TXTR format primarily contains compression-related information and provides the values required to decompress it.
Offset | Type | Count | Name | Notes |
---|---|---|---|---|
0x0 | u32 | 1 | Unknown | Always 4 |
0x4 | u32 | 1 | Unknown | |
0x8 | u32 | 1 | GPU Section Offset | Relative to the start of the file |
0xC | u32 | 1 | Base Alignment | Alignment of the surface image data |
0x10 | u32 | 1 | GPU Data Start | This is the offset to the start of the GPU data, immediately after the GPU section header. |
0x14 | u32 | 1 | GPU Section Size | Matches the size from the GPU section header. |
0x18 | u32 | 1 | Compressed Buffer Count | |
0x1C | Compressed Buffer | Compressed Buffer Count | Compressed Buffer Array |
Compressed Buffer
This is a small struct that defines a compressed data buffer within the GPU section.
Offset | Type | Name | Notes |
---|---|---|---|
0x0 | u32 | Decompressed Size | |
0x4 | u32 | Compressed Size | |
0x8 | u32 | Offset | Relative to after the GPU section header |