the files

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niko
2026-10-14 06:59:51 +02:00
parent f6175893fc
commit 2040419525
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// Offline test of LogoSwap against a real D3D11 device (hardware or WARP).
#include "RR/Patching/LogoSwap.h"
#include <vector>
#include <string>
#include <cstdlib>
#include <cstring>
#include <wrl/client.h>
using Microsoft::WRL::ComPtr;
static std::vector<uint8_t> ReadFile(const char* p) {
std::vector<uint8_t> v; FILE* f = fopen(p, "rb"); if (!f) { printf("cannot open %s\n", p); exit(2); }
fseek(f, 0, SEEK_END); v.resize(ftell(f)); fseek(f, 0, SEEK_SET); fread(v.data(), 1, v.size(), f); fclose(f); return v;
}
static int g_fail = 0;
static void Check(bool ok, const char* what) { printf("%s %s\n", ok ? "PASS" : "FAIL", what); if (!ok) g_fail++; }
static ComPtr<ID3D11Device> dev; static ComPtr<ID3D11DeviceContext> ctx;
static D3D11_TEXTURE2D_DESC Desc(UINT w, UINT h, DXGI_FORMAT f) {
D3D11_TEXTURE2D_DESC d{}; d.Width = w; d.Height = h; d.MipLevels = 1; d.ArraySize = 1; d.Format = f;
d.SampleDesc.Count = 1; d.Usage = D3D11_USAGE_DEFAULT; d.BindFlags = D3D11_BIND_SHADER_RESOURCE; return d;
}
// copy mip 0 of `tex` back to the CPU
static std::vector<uint8_t> ReadBack(ID3D11Texture2D* tex, UINT w, UINT h, DXGI_FORMAT f) {
D3D11_TEXTURE2D_DESC d = Desc(w, h, f); d.Usage = D3D11_USAGE_STAGING; d.BindFlags = 0; d.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
ComPtr<ID3D11Texture2D> st; if (FAILED(dev->CreateTexture2D(&d, nullptr, &st))) { printf("staging create failed\n"); exit(3); }
ctx->CopyResource(st.Get(), tex);
D3D11_MAPPED_SUBRESOURCE m{}; if (FAILED(ctx->Map(st.Get(), 0, D3D11_MAP_READ, 0, &m))) { printf("map failed\n"); exit(3); }
std::vector<uint8_t> out; UINT rows = h / 4, rowBytes = (w / 4) * 16;
for (UINT r = 0; r < rows; r++) { auto* s = (const uint8_t*)m.pData + (size_t)r * m.RowPitch; out.insert(out.end(), s, s + rowBytes); }
ctx->Unmap(st.Get(), 0); return out;
}
static bool IsArt(const std::vector<uint8_t>& v) { return v.size() == LogoArt::kBytes && memcmp(v.data(), LogoArt::kBc3, LogoArt::kBytes) == 0; }
static bool Same(const std::vector<uint8_t>& v, const std::vector<uint8_t>& o) { return v.size() == o.size() && memcmp(v.data(), o.data(), v.size()) == 0; }
int main(int argc, char** argv) {
std::string dir = argc > 1 ? argv[1] : ".";
auto shadow = ReadFile((dir + "/RecRoomLogo_Sprite_Shadow.raw").c_str());
auto plain = ReadFile((dir + "/RecRoomLogo_Sprite.raw").c_str());
printf("original shadow hash %016llx (header %016llx)\n", (unsigned long long)LogoSwap::Fnv(shadow.data(), shadow.size()), (unsigned long long)LogoArt::kRecRoomLogoSpriteShadowHash);
Check(LogoSwap::Fnv(shadow.data(), shadow.size()) == LogoArt::kRecRoomLogoSpriteShadowHash, "header hash == hash of the bundle's Shadow data");
Check(LogoSwap::Fnv(plain.data(), plain.size()) == LogoArt::kRecRoomLogoSpriteHash, "header hash == hash of the bundle's plain data");
if (MH_Initialize() != MH_OK) { printf("MH_Initialize failed\n"); return 2; }
Check(LogoSwap::Install(), "LogoSwap::Install()");
// the "game's" device, created AFTER the hooks like Unity's would be
D3D_FEATURE_LEVEL fl{};
HRESULT hr = D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &dev, &fl, &ctx);
if (FAILED(hr)) hr = D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &dev, &fl, &ctx);
if (FAILED(hr)) { printf("no device\n"); return 2; }
const UINT pitch = 4096;
for (DXGI_FORMAT f : { DXGI_FORMAT_BC3_UNORM_SRGB, DXGI_FORMAT_BC3_UNORM }) {
const char* fn = f == DXGI_FORMAT_BC3_UNORM_SRGB ? "BC3_UNORM_SRGB" : "BC3_UNORM";
char msg[160];
// 1) CreateTexture2D with initial data: both originals
for (int which = 0; which < 2; which++) {
auto& src = which ? plain : shadow;
D3D11_TEXTURE2D_DESC d = Desc(1024, 1024, f); D3D11_SUBRESOURCE_DATA sd{ src.data(), pitch, 0 };
ComPtr<ID3D11Texture2D> t; hr = dev->CreateTexture2D(&d, &sd, &t);
snprintf(msg, sizeof msg, "%s CreateTexture2D(original %s) -> Campus art", fn, which ? "plain" : "Shadow");
Check(SUCCEEDED(hr) && IsArt(ReadBack(t.Get(), 1024, 1024, f)), msg);
}
// 2) an unrelated 1024x1024 BC3 texture is left alone
{
std::vector<uint8_t> other(1024 * 1024); for (size_t i = 0; i < other.size(); i++) other[i] = (uint8_t)(i * 31 + 7);
D3D11_TEXTURE2D_DESC d = Desc(1024, 1024, f); D3D11_SUBRESOURCE_DATA sd{ other.data(), pitch, 0 };
ComPtr<ID3D11Texture2D> t; hr = dev->CreateTexture2D(&d, &sd, &t);
snprintf(msg, sizeof msg, "%s CreateTexture2D(unrelated 1024 BC3) untouched", fn);
Check(SUCCEEDED(hr) && Same(ReadBack(t.Get(), 1024, 1024, f), other), msg);
}
// 3) same bytes at another size/format are left alone (a 512x512 crop of the Shadow data)
{
D3D11_TEXTURE2D_DESC d = Desc(512, 512, f); D3D11_SUBRESOURCE_DATA sd{ shadow.data(), 2048, 0 };
ComPtr<ID3D11Texture2D> t; hr = dev->CreateTexture2D(&d, &sd, &t);
std::vector<uint8_t> want(shadow.begin(), shadow.begin() + 512 * 512);
snprintf(msg, sizeof msg, "%s CreateTexture2D(512x512) untouched", fn);
Check(SUCCEEDED(hr) && Same(ReadBack(t.Get(), 512, 512, f), want), msg);
}
// 4) UpdateSubresource (null box)
{
D3D11_TEXTURE2D_DESC d = Desc(1024, 1024, f); ComPtr<ID3D11Texture2D> t; dev->CreateTexture2D(&d, nullptr, &t);
ctx->UpdateSubresource(t.Get(), 0, nullptr, shadow.data(), pitch, 0);
snprintf(msg, sizeof msg, "%s UpdateSubresource(original Shadow) -> Campus art", fn);
Check(IsArt(ReadBack(t.Get(), 1024, 1024, f)), msg);
}
// 5) UpdateSubresource with an explicit full box
{
D3D11_TEXTURE2D_DESC d = Desc(1024, 1024, f); ComPtr<ID3D11Texture2D> t; dev->CreateTexture2D(&d, nullptr, &t);
D3D11_BOX b{ 0, 0, 0, 1024, 1024, 1 };
ctx->UpdateSubresource(t.Get(), 0, &b, plain.data(), pitch, 0);
snprintf(msg, sizeof msg, "%s UpdateSubresource(full box, original plain) -> Campus art", fn);
Check(IsArt(ReadBack(t.Get(), 1024, 1024, f)), msg);
}
// 6) UpdateSubresource1
{
ComPtr<ID3D11DeviceContext1> c1; if (SUCCEEDED(ctx.As(&c1))) {
D3D11_TEXTURE2D_DESC d = Desc(1024, 1024, f); ComPtr<ID3D11Texture2D> t; dev->CreateTexture2D(&d, nullptr, &t);
c1->UpdateSubresource1(t.Get(), 0, nullptr, plain.data(), pitch, 0, 0);
snprintf(msg, sizeof msg, "%s UpdateSubresource1(original plain) -> Campus art", fn);
Check(IsArt(ReadBack(t.Get(), 1024, 1024, f)), msg);
} else printf("SKIP ID3D11DeviceContext1 not available\n");
}
// 7) deferred context UpdateSubresource, then executed
{
ComPtr<ID3D11DeviceContext> def; ComPtr<ID3D11CommandList> cl;
D3D11_TEXTURE2D_DESC d = Desc(1024, 1024, f); ComPtr<ID3D11Texture2D> t; dev->CreateTexture2D(&d, nullptr, &t);
if (SUCCEEDED(dev->CreateDeferredContext(0, &def))) {
def->UpdateSubresource(t.Get(), 0, nullptr, shadow.data(), pitch, 0);
def->FinishCommandList(FALSE, &cl); ctx->ExecuteCommandList(cl.Get(), FALSE);
snprintf(msg, sizeof msg, "%s deferred-context UpdateSubresource(original Shadow) -> Campus art", fn);
Check(IsArt(ReadBack(t.Get(), 1024, 1024, f)), msg);
}
}
// 8) UpdateSubresource of an unrelated image into a logo-sized texture is left alone
{
std::vector<uint8_t> other(1024 * 1024, 0x5A);
D3D11_TEXTURE2D_DESC d = Desc(1024, 1024, f); ComPtr<ID3D11Texture2D> t; dev->CreateTexture2D(&d, nullptr, &t);
ctx->UpdateSubresource(t.Get(), 0, nullptr, other.data(), pitch, 0);
snprintf(msg, sizeof msg, "%s UpdateSubresource(unrelated) untouched", fn);
Check(Same(ReadBack(t.Get(), 1024, 1024, f), other), msg);
}
}
printf("swapped %ld, examined %ld 1024 BC3 uploads\n", (long)LogoSwap::g_swapped, (long)LogoSwap::g_seen);
printf(g_fail ? "\n%d FAILED\n" : "\nALL PASSED\n", g_fail);
return g_fail ? 1 : 0;
}
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"""Regenerate src/RR/Patching/LogoArt.h - the Campus logo the patch swaps in for Rec Room's.
python tools/make_logo_art.py <logo.png> [--game D:\\Puck\\Campus2025] [--check]
What it does (see src/RR/Patching/LogoSwap.h for why):
1. Opens the game's UI bundle (91aca73acb86d6607f0efa1f803348be.bundle) with UnityPy and reads the raw
bytes of the two logo textures, RecRoomLogo_Sprite_Shadow and RecRoomLogo_Sprite (1024x1024, DXT5, one mip),
hashing each (FNV-1a over 64-bit words - the same function as LogoSwap::Fnv). Those hashes are how the
patch recognises the originals.
2. Encodes <logo.png> (must be 1024x1024, RGBA - transparent background) as BC3 with etcpak, in the memory
order Unity uses (bottom row first, so the image is flipped before encoding).
3. Writes LogoArt.h. --check only verifies the existing header already matches this png + bundle.
Needs: pip install UnityPy etcpak texture2ddecoder pillow numpy
"""
import argparse, os, struct, sys
import numpy as np
from PIL import Image, ImageOps
import UnityPy, etcpak, texture2ddecoder
BUNDLE = r'StreamingAssets\aa\StandaloneWindows64\91aca73acb86d6607f0efa1f803348be.bundle'
NAMES = ('RecRoomLogo_Sprite_Shadow', 'RecRoomLogo_Sprite')
HERE = os.path.dirname(os.path.abspath(__file__))
OUT = os.path.normpath(os.path.join(HERE, '..', 'src', 'RR', 'Patching', 'LogoArt.h'))
def fnv64(b: bytes) -> int:
h = 0xcbf29ce484222325; M = (1 << 64) - 1
n = len(b) // 8
for (w,) in struct.iter_unpack('<Q', b[:n * 8]):
h = ((h ^ w) * 0x100000001b3) & M
for x in b[n * 8:]:
h = ((h ^ x) * 0x100000001b3) & M
return h
def originals(game):
env = UnityPy.load(os.path.join(game, 'Recroom_Release_Data', BUNDLE))
found = {}
for o in env.objects:
if o.type.name != 'Texture2D':
continue
d = o.read()
if d.m_Name in NAMES:
raw = bytes(d.get_image_data())
assert (d.m_Width, d.m_Height, d.m_MipCount, len(raw)) == (1024, 1024, 1, 1048576), (d.m_Name, d.m_Width, d.m_Height, d.m_MipCount, len(raw))
found[d.m_Name] = raw
assert set(found) == set(NAMES), found.keys()
return found
def main():
ap = argparse.ArgumentParser()
ap.add_argument('png'); ap.add_argument('--game', default=r'D:\Puck\Campus2025'); ap.add_argument('--check', action='store_true')
a = ap.parse_args()
orig = originals(a.game)
# Unity keeps these textures bottom-row-first: confirm against UnityPy's own (flipped) decode, so a future
# bundle with a different layout fails loudly instead of producing an upside-down logo.
d = Image.fromarray(np.frombuffer(texture2ddecoder.decode_bc3(orig[NAMES[0]], 1024, 1024), np.uint8).reshape(1024, 1024, 4)[:, :, [2, 1, 0, 3]], 'RGBA')
env = UnityPy.load(os.path.join(a.game, 'Recroom_Release_Data', BUNDLE))
ref = next(o.read().image for o in env.objects if o.type.name == 'Texture2D' and o.read().m_Name == NAMES[0])
assert np.abs(np.array(ImageOps.flip(d)).astype(int) - np.array(ref.convert('RGBA')).astype(int)).mean() < 1, 'texture is not bottom-row-first any more'
art = Image.open(a.png).convert('RGBA')
assert art.size == (1024, 1024), f'logo must be 1024x1024, got {art.size}'
blob = bytes(etcpak.compress_bc3(ImageOps.flip(art).tobytes(), 1024, 1024))
assert len(blob) == 1048576
back = np.frombuffer(texture2ddecoder.decode_bc3(blob, 1024, 1024), np.uint8).reshape(1024, 1024, 4)[:, :, [2, 1, 0, 3]][::-1].astype(float)
mse = ((np.array(art).astype(float) - back) ** 2).mean()
print(f'encoded: PSNR {10 * np.log10(255 ** 2 / mse):.1f} dB')
lines = ['#pragma once',
'// GENERATED by tools/make_logo_art.py - do not edit by hand.',
"// The Campus logo as one 1024x1024 BC3 (DXT5) image, in the memory order Unity uses for Rec Room's own",
'// logo textures (bottom row first), plus the FNV-1a hash of each ORIGINAL texture the patch swaps.',
'#include <cstdint>', 'namespace LogoArt {',
' inline constexpr int kSize = 1024;', ' inline constexpr uint32_t kBytes = 1024u * 1024u;']
for n in NAMES:
lines.append(f' inline constexpr uint64_t k{n.replace("_", "")}Hash = 0x{fnv64(orig[n]):016x}ULL; // original {n}')
lines.append(' alignas(16) inline const unsigned char kBc3[1048576] = {')
for i in range(0, len(blob), 32):
lines.append(' ' + ','.join(str(x) for x in blob[i:i + 32]) + ',')
lines += [' };', '}']
text = '\r\n'.join(lines) + '\r\n'
if a.check:
same = os.path.exists(OUT) and open(OUT, 'rb').read() == text.encode()
print('LogoArt.h is', 'up to date' if same else 'DIFFERENT from this png/bundle'); sys.exit(0 if same else 1)
open(OUT, 'wb').write(text.encode())
print('wrote', OUT)
main()