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[Bug] (Vulkan) Tomodachi Life: Living the Dream crashes when feeding Mii #487

Description

@AbsentGhost

Prerequisites

  • I am confident that my issue has not been reported already in open OR closed issues.
  • I am able to reliably reproduce the issue on the latest stable or canary version.
  • I am not using an unofficial build (Flatpak, Emudeck, etc.).
  • I am a silly goose and didn't read these boxes.
  • I am a silly goose and DID read these boxes.

Description of the issue

!! To be clear, this is a Linux issue !!

I have not attempted to, nor am I able to successfully reproduce this issue on Windows or MacOS.

Summary

When attempting to feed a Mii character, the emulator tries to copy a texture that uses 8 components, but the GetFormat function in the Vulkan helper shader only knows how to handle fewer than 8, causing it to crash.

System Specs

OS -> Bazzite:stable
Kernel -> Linux 7.2.0-ogc6.1.fc44.x86_64
CPU -> 12th Gen Intel(R) Core(TM) i7-12700K
RAM -> 31.05 GiB
GPU -> AMD Radeon RX 9070 XT [Discrete]
Driver Version -> 26.2.1

Ryubing Details

Version -> ryujinx-canary-1.3.349-x64.appimage
Obtained from -> https://git.ryujinx.app/Ryubing/Canary/releases/tag/1.3.349
Firmware and Keys -> Version 22.5.0
Game -> Tomodachi Life: Living the Dream [010051F0207B2000] v1.0

Konsole Output From Crash (Also in log file)

00:01:01.444 |E| GUI.RenderThread Application : Unhandled exception caught: System.ArgumentException: Invalid components count 8.
   at Ryujinx.Graphics.Vulkan.HelperShader.GetFormat(Int32 componentSize, Int32 componentsCount) in /workspace/projects/Ryubing/src/Ryujinx.Graphics.Vulkan/HelperShader.cs:line 1438
   at Ryujinx.Graphics.Vulkan.HelperShader.CopyIncompatibleFormats(VulkanRenderer gd, CommandBufferScoped cbs, TextureView src, TextureView dst, Int32 srcLayer, Int32 dstLayer, Int32 srcLevel, Int32 dstLevel, Int32 depth, Int32 levels) in /workspace/projects/Ryubing/src/Ryujinx.Graphics.Vulkan/HelperShader.cs:line 995
   at Ryujinx.Graphics.Vulkan.TextureView.CopyTo(ITexture destination, Int32 srcLayer, Int32 dstLayer, Int32 srcLevel, Int32 dstLevel) in /workspace/projects/Ryubing/src/Ryujinx.Graphics.Vulkan/TextureView.cs:line 302
   at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.RenderLoop() in /workspace/projects/Ryubing/src/Ryujinx.Graphics.GAL/Multithreading/ThreadedRenderer.cs:line 146
   at Ryujinx.Ava.Systems.AppHost.RenderLoop() in /workspace/projects/Ryubing/src/Ryujinx/Systems/AppHost.cs:line 1127
   at System.Threading.Thread.StartHelper.Callback(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)

Relevant Section

System.ArgumentException: Invalid components count 8
at Ryujinx.Graphics.Vulkan.HelperShader.GetFormat(Int32 componentSize, Int32 componentsCount)

Also see line 1438 in HelperShader.cs

Reproduction steps

Emulator Settings:

  • Launch latest .appimage version of Ryujinx/Ryubing Canary
  • Attempt to replicate my GPU/drivers as best as possible
  • Ensure Tomodachi Life launches using Vulkan
  • Nothing else should really matter, I tried changing a bunch of settings but narrowed it down to Vulkan

In Game:

  • Launch game
  • Create first Mii
  • After unlocking the shop/ability to feed Mii, feeding the Mii should work
  • However, before unlocking the wishing fountain, attempting to feed the Mii should crash the game consistently.

Log file

Ryujinx_Canary_1.3.349_2026-08-26_02-37-01.log

OS

Bazzite (Linux) (Fedora)

Ryujinx version

Canary 1.3.349 x64

Game version

1.0

CPU

No response

GPU

No response

RAM

No response

List of applied mods

No mods.

Additional context?

Extra notes

  • I'm sure this issue is exclusive to Vulkan as the issue went away after swapping to OpenGL.
  • I am using default settings in Ryubing, no Vsync, no messing with CPU, etc.
  • Only thing I changed was Vulkan to OpenGL
  • I'm also using Wayland in case it's relevant (sometimes it's an issue).

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