Difference between revisions of "GTX\GSH (File Format)"

From MK8
Jump to navigation Jump to search
Line 1: Line 1:
The '''GTX''' texture format is a type of the GFD texture format which is used in various Wii U games, including MK8.
+
The '''GTX/GSH''' texture formats are used in various Wii U games, including MK8.
  
== Header (GTX) ==
+
'''GSH''' stands for '''GX2 shader''' file.
 +
'''GTX''' stands for '''GX2 texture''' file.
  
Every GTX file begins with an 0x20 byte '''Gfx2''' header.
+
== Header ==
 +
 
 +
Every GTX/GSH file begins with an 0x20 byte '''Gfx2''' header.
 
{| class="wikitable"
 
{| class="wikitable"
 
! Offset
 
! Offset
Line 66: Line 69:
 
| 0x08
 
| 0x08
 
| 4
 
| 4
| '''Major version number'''. Must match exactly or header is unreadable.
+
| '''Major version number'''. Must be 0x01 or header is unreadable.
 
|-
 
|-
 
| 0x0C
 
| 0x0C
 
| 4
 
| 4
| '''Minor version number'''. Will warn if lower.
+
| '''Minor version number'''. Must be 0x00.
 
|-
 
|-
 
| 0x10
 
| 0x10

Revision as of 12:59, 1 October 2016

The GTX/GSH texture formats are used in various Wii U games, including MK8.

GSH stands for GX2 shader file. GTX stands for GX2 texture file.

Header

Every GTX/GSH file begins with an 0x20 byte Gfx2 header.

Offset Size Description
0x00 4 "Gfx2" File identifier, ASCII string.
0x04 4 Size of header in bytes. Must be the real size (0x20), or header (and hence file) is unreadable.
0x08 4 Major version number. Must be 0x07, or header is unreadable.
0x0C 4 Minor version number. Must be 0x01.
0x10 4 GPU version for which this file is designed for.
0x14 4 Align mode.
0x18 4 Reserved, Always 0x00.
0x1C 4 Reserved, Always 0x00.
0x20 End of Gfx2 header.

Blocks

After the header comes some blocks, blocks contain a 0x20 byte BLK{ header followed by data specified by the block type.

Block Header

Offset Size Description
0x00 4 "BLK{" Header of the block, ASCII string.
0x04 4 Size of block header in bytes.
0x08 4 Major version number. Must be 0x01 or header is unreadable.
0x0C 4 Minor version number. Must be 0x00.
0x10 4 Block type, it determines the type of the following data.
0x14 4 Size of the following data. In bytes, always 0x9C if the block type is 0x0B.
0x18 4 A unique identifier for this block, allowing it to be referenced by other blocks
0x1C 4 An incrementing index for each instance of a given type.

Block types

Block type 0x04 doesn't exist.

Type Description
0x00 Not actually a valid Block type. (different magic)
0x01 Follows this block header the End of the file.
0x02 Follows this block header padding. (Used to align following data)
0x03 Follows this block header Vertex shader info.
0x05 Follows this block header Vertex shader program.
0x06 Follows this block header Pixel shader info.
0x07 Follows this block header Pixel shader program.
0x0B Follows this block header the Image info.
0x0C Follows this block header the Image data.
0x0D Follows this block header the Mipmaps data.

Image info

The image info directly follows the block header that has a block type 0x0B:

Offset Size Description
0x00 4 Dimension. Indicates the "shape" of a given surface or texture (see line 849 here).
0x04 4 Texture Width. Width of the texture in pixels.
0x08 4 Texture Height. Height of the texture in pixels.
0x0C 4 Depth.
0x10 4 Number of Mipmaps.
0x14 4 Texture Format. Go to line 589 on this page for explanation and format values.
0x18 4 AA Mode. Indicates the AA mode (number of samples) for the surface (see line 865 here).
0x1C 4 Usage. Indicates how the given surface may be used (see line 823 here).
0x20 4 Data Length. Length of texture data in bytes.
0x24 4 Data Pointer?.
0x28 4 Mipmaps Data Length. Length of mipmaps data in bytes.
0x2C 4 Mipmaps Pointer?.
0x30 4 Tile Mode. Indicates the desired tiling mode for the surface (see line 795 here).
0x34 4 Swizzle Value
0x38 4 Alignment
0x3C 4 Pitch
0x40 0x5C Unknown.

Formats

TODO.

Tools

The following tool can extract and generate GTX files: