Graphics: decode oversized ASTC array textures slice-by-slice

Large 2D-array ASTC textures (e.g. from the TOTK 4K texture pack) can
decode to more than 2 GB of RGBA8, which overflows the Int32 size
computation in QueryDecompressedSize and crashes MemoryOwner.Rent.

Add QueryDecompressedSizeLong to detect the overflow and, in that case,
decode and upload the texture one layer/level slice at a time instead of
allocating a single oversized buffer.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-16 17:43:13 -04:00
parent e33e86c5bb
commit 31aacdd05b
2 changed files with 47 additions and 0 deletions
+26
View File
@@ -661,6 +661,32 @@ namespace Ryujinx.Graphics.Gpu.Image
}
}
// Large 4K texture-pack array textures (e.g. a 2048x2048 ASTC 2D array with 121 layers) decode to
// more than 2 GiB of RGBA8, which overflows Int32 and cannot fit in a single array. Decode and
// upload them one slice at a time instead (each slice is only a few MiB), reusing the same
// single-slice path that partial synchronization already uses.
if (Info.FormatInfo.Format.IsAstc &&
!_context.Capabilities.SupportsAstcCompression &&
_depth == 1 &&
AstcDecoder.QueryDecompressedSizeLong(Info.Width, Info.Height, 1, Info.Levels, _layers) > int.MaxValue)
{
for (int layer = 0; layer < _layers; layer++)
{
for (int level = 0; level < Info.Levels; level++)
{
int sliceOffset = _sizeInfo.AllOffsets[layer * Info.Levels + level];
MemoryOwner<byte> sliceResult = ConvertToHostCompatibleFormat(data[sliceOffset..], level, single: true);
HostTexture.SetData(sliceResult, layer, level);
}
}
_hasData = true;
return;
}
MemoryOwner<byte> result = ConvertToHostCompatibleFormat(data);
if (ScaleFactor != 1f && AllowScaledSetData())
@@ -115,6 +115,27 @@ namespace Ryujinx.Graphics.Texture.Astc
return size * 4;
}
/// <summary>
/// Computes the fully-decoded (RGBA8) size in bytes using 64-bit arithmetic, so callers can detect
/// when the result would overflow <see cref="int"/> (e.g. large 4K texture-pack array textures) and
/// decode slice-by-slice instead of allocating a single oversized buffer.
/// </summary>
public static long QueryDecompressedSizeLong(int sizeX, int sizeY, int sizeZ, int levelCount, int layerCount)
{
long size = 0;
for (int i = 0; i < levelCount; i++)
{
long levelSizeX = Math.Max(1, sizeX >> i);
long levelSizeY = Math.Max(1, sizeY >> i);
long levelSizeZ = Math.Max(1, sizeZ >> i);
size += levelSizeX * levelSizeY * levelSizeZ * layerCount;
}
return size * 4;
}
public void ProcessBlock(int index)
{
Buffer16 inputBlock = MemoryMarshal.Cast<byte, Buffer16>(InputBuffer.Span)[index];