An [indexed] entry set to gpu uploads the indices as an R8 image, and
the CLUT8_INDEXED depal shader applies the palette. A texture whose
palette changes a lot then costs no CPU time per palette, and keeps one
texture instead of one per palette.
Once such a replacement is found, the texture is looked up without the
CLUT hash, like with the TextureCLUTInShader compat flag. Only the first
mip level is used, and the replacer's filtering overrides are skipped
since filtering indices mixes up palette entries. Without shader bitwise
ops it falls back to coloring on the CPU.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Indexed replacements can now also be KTX2 files in the R8_UNORM format,
uncompressed or zstd supercompressed, with the mip levels stored in the
file. Lossy formats (Basis, BC) are not usable, since an error in an index
picks the wrong color.
The template textures.ini documents the supported files.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
- Fixes#15145
A replacement listed in a new [indexed] section of textures.ini holds
palette indices instead of colors: a palette PNG (the file's palette index)
or an 8-bit grayscale PNG (the gray value), at any resolution. When the
texture is built, the indices go through the game's current CLUT, including
the CLUT index shift, mask and start position, and the result is uploaded as
an ordinary RGBA texture. A game that swaps or customizes a palette keeps
working with a high-resolution replacement.
[indexed] keys use the [hashes] format and are matched with the same
wildcards, so a key with a zero CLUT hash covers every palette of the
texture. The contents hash only covers the indices, so one image is shared
by all palettes (the loaded data is shared, each palette still has its own
texture cache entry).
Saving does not dump indexed textures yet.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
- Release the file reference when loading a level fails or finds nothing,
since only a loaded level takes ownership of it.
- Free the PNG image when the size changed since the header was read.
- Delete the VFS when a pack without an ini has no hash-named textures.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- DDS files with mips stored level 0's file reference in level 1 too, so it
was freed twice.
- The VFS was deleted on config changes (and ini reloads) while load tasks
still used it. Now each cached texture waits for its task and releases its
file references through the old VFS first, and reloads afterwards.
- A failed ini reload turns replacement off instead of leaving it on without
a VFS.
- Release file references on purge.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
PNG replacement dimensions are validated by PNGHeaderPeek before the
decoded buffer is allocated, so the additional size_t overflow checks are
redundant.
Reject non-positive or oversized dimensions independently in the PNG
header peeker, matching the existing 8192 pixel decode limit. Use
checked size_t arithmetic before allocating replacement RGBA data so
crafted dimensions cannot overflow the allocation size.
The per-game override filename from [games] went straight to LoadFromVFS with no
check, while the [hashes] filenames and ReplacedTexture::Prepare both run theirs
through HasParentDirComponent. For a directory-backed pack DirectoryReader resolves
it against the pack directory, so '../../..' reads anything on disk - and texture
packs are third-party downloads. Check it the same way. (Zip-backed packs weren't
affected.)
Turning replacement off mid-session did 'delete vfs_; vfs_ = nullptr;' without
updating the cached ReplacedTextures that hold the same pointer - LoadIni has a fixup
loop for exactly this when it swaps the VFS, and the disable path needed one too.
Decimate(ALL) right after doesn't help: it only frees their data, it doesn't erase
the entries. A texture still PENDING (or one whose try_lock in Decimate failed) then
used the freed VFS from a worker thread, or from ~ReplacedTexture's ReleaseFile.
Clear the back-pointers, and make the destructor and Prepare() tolerate a null one.
LoadZIMPtr() writes width[]/height[]/image[] as arrays (one entry per
mip level, up to ZIM_MAX_MIP_LEVELS) whenever the file has
ZIM_HAS_MIPS set, per its documented contract - but this caller passed
plain scalar locals. A texture-replacement .zim file with that flag
set caused multiple out-of-bounds stack writes. Now passes properly
sized arrays and only uses level 0, matching the existing "we don't
support ZIM mips yet" behavior. Also fixes a pre-existing leak of
image[0] on the "changed since header read" error path.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01L4QAoxV2KY7ek4PcZw3WvY
Vuln 17: ReplacedTexture::LoadLevelData let a KTX2/DDS file at a higher
mip level resize the shared data_ vector to its own (attacker-controlled)
mip count, so data_[mipLevel + i] indexed out of bounds and the KTX2
branch resized a different element than it wrote to. Disallow mixing
image formats across mip levels, cap the container mip count, and resize
the same element that is used as the transcode destination.
Vuln 18: DecodeTextureLevel only validated the start address for
non-DXT textures, so guest-controlled w/h/bufw could drive reads past
mapped RAM. Validate the needed range like the DXT path does and clamp
the height; ReadIndexedTex now takes the clamped w/h.
Texture pack filenames/aliases from textures.ini were used to build read
and write paths with no '..' check, letting a malicious pack read or
write files outside the pack directory.
- LoadIniValues rejects entries with a parent dir component via
HasParentDirComponent.
- ReplacedTexture::Prepare skips such filenames as defense in depth.
- PSPLoaders savestate migration now uses the shared HasPathTraversal
helper instead of inline separator checks.
It's better to finish rendering the frame and have the texture ready for
the next one, without wasting CPU.
However, if the user set their texture load speed to "Instant", that
means they never want to see any original textures. So in that case, we
do still wait.
Fixes#20519
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
Fixes#17745 (crash when loading certain texture packs in D3D11)
This is an old unfortunate limitation. Only applies to the top mip
level, which makes it obvious that it's kinda unnecessary for the
hardware and indeed, Vulkan and OpenGL don't have this limitation.
Fixes#17182
Not exactly sure what behavior we really want, but I think this one is
OK, and at least more similar to the old one. Now we save
already-replaced textures if the named replacement texture is missing, and there
isn't already a hash-named one in new or the "root".