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|
/**
* @file PreRender.c
*
* This file implements various routines important to framebuffer effects, such as RDP accelerated color and depth
* buffer copies and coverage drawing. Also contains software implementations of the Video Interface anti-aliasing and
* divot filters.
*/
#include "z64prerender.h"
#include "global.h"
#include "PR/gs2dex.h"
#include "libc/alloca.h"
#include "libc/stdbool.h"
#include "color.h"
#include "macros.h"
#include "slowly.h"
#include "stack.h"
#include "stackcheck.h"
#include <stdlib.h>
#include <string.h>
#include <libultraship/bridge/gfxbridge.h>
/**
* Assigns the "save" values in PreRender
*/
void PreRender_SetValuesSave(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf, void* cvg) {
this->widthSave = width;
this->heightSave = height;
this->fbufSave = fbuf;
this->cvgSave = cvg;
this->zbufSave = zbuf;
this->ulxSave = 0;
this->ulySave = 0;
this->lrxSave = width - 1;
this->lrySave = height - 1;
}
void PreRender_Init(PreRender* this) {
memset(this, 0, sizeof(PreRender));
ListAlloc_Init(&this->alloc);
}
/**
* Assigns the current values in PreRender
*/
void PreRender_SetValues(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf) {
this->width = width;
this->height = height;
this->fbuf = fbuf;
this->zbuf = zbuf;
this->ulx = 0;
this->uly = 0;
this->lrx = width - 1;
this->lry = height - 1;
}
void PreRender_Destroy(PreRender* this) {
ListAlloc_FreeAll(&this->alloc);
}
void PreRender_CopyImage(PreRender* this, Gfx** gfxP, void* img, void* imgDst, u32 useThresholdAlphaCompare) {
Gfx* gfx = *gfxP;
u32 flags;
gDPPipeSync(gfx++);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, imgDst);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, this->width, this->height);
flags = BG2D_FLAGS_LOAD_S2DEX2 | BG2D_FLAGS_COPY;
if (useThresholdAlphaCompare == true) {
flags |= BG2D_FLAGS_AC_THRESHOLD;
}
Prerender_DrawBackground2D(&gfx, img, NULL, this->width, this->height, G_IM_FMT_RGBA, G_IM_SIZ_16b, G_TT_NONE, 0,
0.0f, 0.0f, 1.0f, 1.0f, flags);
gDPPipeSync(gfx++);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->fbuf);
*gfxP = gfx;
}
void PreRender_RestoreBuffer(PreRender* this, Gfx** gfxP, void* buf, void* bufSave) {
PreRender_CopyImage(this, gfxP, buf, bufSave, false);
}
void func_8016FF90(PreRender* this, Gfx** gfxP, void* buf, void* bufSave, s32 envR, s32 envG, s32 envB, s32 envA) {
Gfx* gfx = *gfxP;
gDPPipeSync(gfx++);
if (envA == 255) {
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_OPA_SURF | G_RM_OPA_SURF2);
} else {
gDPSetOtherMode(gfx++,
G_AD_NOISE | G_CD_NOISE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2);
}
gDPSetEnvColor(gfx++, envR, envG, envB, envA);
gDPSetCombineLERP(gfx++, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0, ENVIRONMENT, TEXEL0, 0, ENVIRONMENT, 0, 0, 0, 0,
ENVIRONMENT);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, bufSave);
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, this->width, this->height);
Prerender_DrawBackground2D(&gfx, buf, NULL, this->width, this->height, G_IM_FMT_RGBA, G_IM_SIZ_16b, G_TT_NONE, 0,
0.0f, 0.0f, 1.0f, 1.0f, 0xB);
gDPPipeSync(gfx++);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->fbuf);
*gfxP = gfx;
}
void func_80170200(PreRender* this, Gfx** gfxP, void* buf, void* bufSave) {
func_8016FF90(this, gfxP, buf, bufSave, 255, 255, 255, 255);
}
/**
* Reads the coverage values stored in the RGBA16 format `img` with dimensions `this->width`, `this->height` and
* converts it to an 8-bpp intensity image.
*
* @param gfxP Display list pointer
* @param img Image to read coverage from
* @param cvgDst Buffer to store coverage into
*/
void PreRender_CoverageRgba16ToI8(PreRender* this, Gfx** gfxP, void* img, void* cvgDst) {
// BENTODO:
return;
Gfx* gfx = *gfxP;
s32 rowsRemaining;
s32 curRow;
s32 nRows;
gDPPipeSync(gfx++);
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_PASS | G_RM_OPA_CI2);
// Set the combiner to draw the texture as-is, discarding alpha channel
gDPSetCombineLERP(gfx++, 0, 0, 0, TEXEL0, 0, 0, 0, 0, 0, 0, 0, TEXEL0, 0, 0, 0, 0);
// Set the destination color image to the provided address
gDPSetColorImage(gfx++, G_IM_FMT_I, G_IM_SIZ_8b, this->width, cvgDst);
// Set up a scissor based on the source image
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, this->width, this->height);
// Calculate the max number of rows that can fit into TMEM at once
nRows = TMEM_SIZE / (this->width * G_IM_SIZ_16b_BYTES);
// Set up the number of remaining rows
rowsRemaining = this->height;
curRow = 0;
while (rowsRemaining > 0) {
s32 uls = 0;
s32 lrs = this->width - 1;
s32 ult;
s32 lrt;
// Make sure that we don't load past the end of the source image
if (nRows > rowsRemaining) {
nRows = rowsRemaining;
}
// Determine the upper and lower bounds of the rect to draw
ult = curRow;
lrt = curRow + nRows - 1;
// Load a horizontal strip of the source image in IA16 format. Since the source image is stored in memory as
// RGBA16, the bits are reinterpreted into IA16:
//
// r g b a
// 11111 111 11 11111 1
// i a
// 11111 111 11 11111 1
//
// I = (r << 3) | (g >> 2)
// A = (g << 6) | (b << 1) | a
//
// Since it is expected that r = g = b = cvg in the source image, this results in
// I = (cvg << 3) | (cvg >> 2)
// This expands the 5-bit coverage into an 8-bit value
gDPLoadTextureTile(gfx++, img, G_IM_FMT_IA, G_IM_SIZ_16b, this->width, this->height, uls, ult, lrs, lrt, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
// Draw that horizontal strip to the destination image. With the combiner and blender configuration set above,
// the intensity (I) channel of the loaded IA16 texture will be written as-is to the I8 color image, each pixel
// in the final image is
// I = (cvg << 3) | (cvg >> 2)
gSPTextureRectangle(gfx++, uls << 2, ult << 2, (lrs + 1) << 2, (lrt + 1) << 2, G_TX_RENDERTILE, uls << 5,
ult << 5, 1 << 10, 1 << 10);
// Update the number of rows remaining and index of the row being drawn
curRow += nRows;
rowsRemaining -= nRows;
}
// Reset the color image to the current framebuffer
gDPPipeSync(gfx++);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width, this->fbuf);
*gfxP = gfx;
}
/**
* Saves zbuf to zbufSave
*/
void PreRender_SaveZBuffer(PreRender* this, Gfx** gfxP) {
if ((this->zbufSave != NULL) && (this->zbuf != NULL)) {
PreRender_RestoreBuffer(this, gfxP, this->zbuf, this->zbufSave);
}
}
/**
* Saves fbuf to fbufSave
*/
void PreRender_SaveFramebuffer(PreRender* this, Gfx** gfxP) {
if ((this->fbufSave != NULL) && (this->fbuf != NULL)) {
func_80170200(this, gfxP, this->fbuf, this->fbufSave);
}
}
/**
* Fetches the coverage of the current framebuffer into an image of the same format as the current color image, storing
* it over the framebuffer in memory.
*/
void PreRender_FetchFbufCoverage(PreRender* this, Gfx** gfxP) {
Gfx* gfx = *gfxP;
gDPPipeSync(gfx++);
// Set the blend color to full white and set maximum depth
gDPSetBlendColor(gfx++, 255, 255, 255, 8);
gDPSetPrimDepth(gfx++, 0xFFFF, 0xFFFF);
// Uses G_RM_VISCVG to blit the coverage values to the framebuffer
//
// G_RM_VISCVG is the following special render mode:
// IM_RD : Allow read-modify-write operations on the framebuffer
// FORCE_BL : Apply the blender to all pixels rather than just edges, skip the division step of the blend formula
// (G_BL_CLR_IN * G_BL_0 + G_BL_CLR_BL * G_BL_A_MEM) = G_BL_CLR_BL * G_BL_A_MEM
//
// G_BL_A_MEM ("memory alpha") is coverage, therefore this blender configuration emits only the coverage (up to a
// constant factor determined by blend color) and discards any pixel colors. For an RGBA16 framebuffer, each of the
// three color channels r,g,b will receive the coverage value individually.
//
// Also disables other modes such as alpha compare and texture perspective correction
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | G_RM_VISCVG | G_RM_VISCVG2);
// Set up a scissor with the same dimensions as the framebuffer
gDPSetScissor(gfx++, G_SC_NON_INTERLACE, 0, 0, this->width, this->height);
// Fill rectangle to obtain the coverage values as an RGBA16 image
gDPFillRectangle(gfx++, 0, 0, this->width, this->height);
gDPPipeSync(gfx++);
*gfxP = gfx;
}
/**
* Draws the coverage of the current framebuffer `this->fbuf` to an I8 image at `this->cvgSave`. Overwrites
* `this->fbuf` in the process.
*/
void PreRender_DrawCoverage(PreRender* this, Gfx** gfxP) {
PreRender_FetchFbufCoverage(this, gfxP);
if (this->cvgSave != NULL) {
PreRender_CoverageRgba16ToI8(this, gfxP, this->fbuf, this->cvgSave);
}
}
/**
* Restores zbufSave to zbuf
*/
void PreRender_RestoreZBuffer(PreRender* this, Gfx** gfxP) {
PreRender_RestoreBuffer(this, gfxP, this->zbufSave, this->zbuf);
}
/**
* Draws a full-screen image to the current framebuffer, that sources the rgb channel from `this->fbufSave` and
* the alpha channel from `this->cvgSave` modulated by environment color.
*/
void func_80170798(PreRender* this, Gfx** gfxP) {
Gfx* gfx;
s32 rowsRemaining;
s32 curRow;
s32 nRows;
s32 rtile = 1;
if (this->cvgSave != NULL) {
gfx = *gfxP;
gDPPipeSync(gfx++);
gDPSetEnvColor(gfx++, 255, 255, 255, 32);
// Effectively disable blending in both cycles. It's 2-cycle so that TEXEL1 can be used to point to a different
// texture tile.
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_POINT | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_2CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PRIM | AA_EN | CVG_DST_CLAMP | ZMODE_OPA | CVG_X_ALPHA |
GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1) |
GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1));
// Set up the color combiner: first cycle: TEXEL0, TEXEL1 + ENVIRONMENT; second cycle: G_CC_PASS2
gDPSetCombineLERP(gfx++, 0, 0, 0, TEXEL0, 1, 0, TEXEL1, ENVIRONMENT, 0, 0, 0, COMBINED, 0, 0, 0, COMBINED);
nRows = (this->width > SCREEN_WIDTH) ? 2 : 4;
rowsRemaining = this->height;
curRow = 0;
while (rowsRemaining > 0) {
s32 uls = 0;
s32 lrs = this->width - 1;
s32 ult;
s32 lrt;
// Make sure that we don't load past the end of the source image
if (nRows > rowsRemaining) {
nRows = rowsRemaining;
}
// Determine the upper and lower bounds of the rect to draw
ult = curRow;
lrt = curRow + nRows - 1;
// Load the frame buffer line
gDPLoadMultiTile(gfx++, this->fbufSave, 0x0000, G_TX_RENDERTILE, G_IM_FMT_RGBA, G_IM_SIZ_16b, this->width,
this->height, uls, ult, lrs, lrt, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
// Load the coverage line
gDPLoadMultiTile(gfx++, this->cvgSave, 0x0160, rtile, G_IM_FMT_I, G_IM_SIZ_8b, this->width, this->height,
uls, ult, lrs, lrt, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
// Draw a texture for which the rgb channels come from the framebuffer and the alpha channel comes from
// coverage, modulated by env color
gSPTextureRectangle(gfx++, uls << 2, ult << 2, (lrs + 1) << 2, (lrt + 1) << 2, G_TX_RENDERTILE, uls << 5,
ult << 5, 1 << 10, 1 << 10);
curRow += nRows;
rowsRemaining -= nRows;
}
gDPPipeSync(gfx++);
*gfxP = gfx;
}
}
void func_80170AE0(PreRender* this, Gfx** gfxP, s32 alpha) {
func_8016FF90(this, gfxP, this->fbufSave, this->fbuf, 255, 255, 255, alpha);
}
/**
* Copies fbufSave to fbuf
*/
void PreRender_RestoreFramebuffer(PreRender* this, Gfx** gfxP) {
PreRender_RestoreBuffer(this, gfxP, this->fbufSave, this->fbuf);
}
/**
* Applies the Video Interface anti-aliasing of silhouette edges to an image.
*
* This filter performs a linear interpolation on partially covered pixels between the current pixel color (called
* foreground color) and a "background" pixel color obtained by sampling fully covered pixels at the six highlighted
* points in the following 5x3 neighborhood:
* _ _ _ _ _
* | o o |
* | o X o |
* | o o |
* ‾ ‾ ‾ ‾ ‾
* Whether a pixel is partially covered is determined by reading the coverage values associated with the image.
* Coverage is a measure of how many subpixels the last drawn primitive covered. A fully covered pixel is one with a
* full coverage value, the entire pixel was covered by the primitive.
* The background color is calculated as the average of the "penultimate" minimum and maximum colors in the 5x3
* neighborhood.
*
* The final color is calculated by interpolating the foreground and background color weighted by the coverage:
* OutputColor = cvg * ForeGround + (1.0 - cvg) * BackGround
*
* This is a software implementation of the same algorithm used in the Video Interface hardware when Anti-Aliasing is
* enabled in the VI Control Register.
*
* Patent describing the algorithm:
*
* Gossett, C. P., & van Hook, T. J. (Filed 1995, Published 1998)
* Antialiasing of silhouette edges (USOO5742277A)
* U.S. Patent and Trademark Office
* Expired 2015-10-06
* https://patents.google.com/patent/US5742277A/en
*
* @param this PreRender instance
* @param x Center pixel x
* @param y Center pixel y
*/
void PreRender_AntiAliasFilterPixel(PreRender* this, s32 x, s32 y) {
s32 i;
s32 j;
s32 buffCvg[3 * 5];
s32 buffR[3 * 5];
s32 buffG[3 * 5];
s32 buffB[3 * 5];
s32 xi;
s32 yi;
s32 temp;
s32 pmaxR;
s32 pmaxG;
s32 pmaxB;
s32 pminR;
s32 pminG;
s32 pminB;
Color_RGBA16 pxIn;
Color_RGBA16 pxOut;
u32 outR;
u32 outG;
u32 outB;
// Extract pixels in the 5x3 neighborhood
for (i = 0; i < 5 * 3; i++) {
xi = x + (i % 5) - 2;
yi = y + (i / 5) - 1;
// Clamp coordinates to the edges of the image
if (xi < 0) {
xi = 0;
} else if (xi > (this->width - 1)) {
xi = this->width - 1;
}
if (yi < 0) {
yi = 0;
} else if (yi > (this->height - 1)) {
yi = this->height - 1;
}
// Extract color channels for each pixel, convert 5-bit color channels to 8-bit
pxIn.rgba = this->fbufSave[xi + yi * this->width];
buffR[i] = (pxIn.r << 3) | (pxIn.r >> 2);
buffG[i] = (pxIn.g << 3) | (pxIn.g >> 2);
buffB[i] = (pxIn.b << 3) | (pxIn.b >> 2);
buffCvg[i] = this->cvgSave[xi + yi * this->width] >> 5;
}
pmaxR = pminR = buffR[7];
pmaxG = pminG = buffG[7];
pmaxB = pminB = buffB[7];
// For each neighbor
for (i = 1; i < 5 * 3; i += 2) {
// Only sample fully covered pixels
if (buffCvg[i] != 7) {
continue;
}
// Determine "Penultimate Maximum" Value
// If current maximum is less than this neighbor
if (pmaxR < buffR[i]) {
// For each neighbor (again)
for (j = 1; j < 5 * 3; j += 2) {
// If not the neighbor we were at before, and this neighbor has a larger value and this pixel is
// fully covered, that means the neighbor at `i` is the "penultimate maximum"
if ((i != j) && (buffR[j] >= buffR[i]) && (buffCvg[j] == 7)) {
pmaxR = buffR[i];
}
}
}
if (pmaxG < buffG[i]) {
for (j = 1; j < 5 * 3; j += 2) {
if ((i != j) && (buffG[j] >= buffG[i]) && (buffCvg[j] == 7)) {
pmaxG = buffG[i];
}
}
}
if (pmaxB < buffB[i]) {
for (j = 1; j < 5 * 3; j += 2) {
if ((i != j) && (buffB[j] >= buffB[i]) && (buffCvg[j] == 7)) {
pmaxB = buffB[i];
}
}
}
// Determine "Penultimate Minimum" Value
// Same as above with inverted conditions
if (pminR > buffR[i]) {
for (j = 1; j < 5 * 3; j += 2) {
if ((i != j) && (buffR[j] <= buffR[i]) && (buffCvg[j] == 7)) {
pminR = buffR[i];
}
}
}
if (pminG > buffG[i]) {
for (j = 1; j < 5 * 3; j += 2) {
if ((i != j) && (buffG[j] <= buffG[i]) && (buffCvg[j] == 7)) {
pminG = buffG[i];
}
}
}
if (pminB > buffB[i]) {
for (j = 1; j < 5 * 3; j += 2) {
if ((i != j) && (buffB[j] <= buffB[i]) && (buffCvg[j] == 7)) {
pminB = buffB[i];
}
}
}
}
// The background color is determined by averaging the penultimate minimum and maximum pixels, and subtracting the
// Foreground color:
// BackGround = (pMax + pMin) - (ForeGround) * 2
// OutputColor = cvg * ForeGround + (1.0 - cvg) * BackGround
temp = 7 - buffCvg[7];
outR = buffR[7] + ((s32)(temp * (pmaxR + pminR - (buffR[7] * 2)) + 4) >> 3);
outG = buffG[7] + ((s32)(temp * (pmaxG + pminG - (buffG[7] * 2)) + 4) >> 3);
outB = buffB[7] + ((s32)(temp * (pmaxB + pminB - (buffB[7] * 2)) + 4) >> 3);
pxOut.r = outR >> 3;
pxOut.g = outG >> 3;
pxOut.b = outB >> 3;
pxOut.a = 1;
this->fbufSave[x + y * this->width] = pxOut.rgba;
}
/**
* Applies the Video Interface anti-aliasing filter to `this->fbufSave` using `this->cvgSave`
*/
void PreRender_AntiAliasFilter(PreRender* this) {
s32 x;
s32 y;
s32 cvg;
// Apply AA filter
for (y = 0; y < this->height; y++) {
for (x = 0; x < this->width; x++) {
cvg = this->cvgSave[x + y * this->width];
cvg >>= 5;
cvg++;
if (cvg != 8) {
// If this pixel has only partial coverage, perform the Video Filter interpolation on it
PreRender_AntiAliasFilterPixel(this, x, y);
}
}
}
}
/**
* Selects the median value from 9 different 5-bit pixels:
* px1[0], px1[1], px1[2], px2[0], px2[1], px2[2], px3[0], px3[1], px3[2]
* all args are expected to be an array of 3 different 5-bit values
*/
u32 PreRender_Get5bMedian9(u8* px1, u8* px2, u8* px3) {
u8 pxValCount[32]; // Stores the count for each of the possible 32 5-bit pixel values
u32 pxCount; // Pixel count
s32 pxMed; // Pixel median value
// Initialize count to 0 in groups of 4 bits
*(s32*)(&pxValCount[0]) = 0;
*(s32*)(&pxValCount[4]) = 0;
*(s32*)(&pxValCount[8]) = 0;
*(s32*)(&pxValCount[12]) = 0;
*(s32*)(&pxValCount[16]) = 0;
*(s32*)(&pxValCount[20]) = 0;
*(s32*)(&pxValCount[24]) = 0;
*(s32*)(&pxValCount[28]) = 0;
// Increment the count that contains the pixel values
pxValCount[px1[0]]++;
pxValCount[px1[1]]++;
pxValCount[px1[2]]++;
pxValCount[px2[0]]++;
pxValCount[px2[1]]++;
pxValCount[px2[2]]++;
pxValCount[px3[0]]++;
pxValCount[px3[1]]++;
pxValCount[px3[2]]++;
// Loop through the 32 bits until 5 values are found, then return that bit value.
// Note that the median of 9 is the 5th sequential value.
pxCount = 0;
pxMed = 0;
while (true) {
pxCount += pxValCount[pxMed];
if (pxCount >= 5) {
// the median is found
break;
}
pxMed++;
}
return pxMed;
}
// Despite the name, this function doesn't seem like an hardware-accurate divot filter
void PreRender_DivotFilter(PreRender* this) {
u32 width = this->width;
u32 height = this->height;
u8* buffer = malloc(width * 10);
u8* redRow[3];
u8* greenRow[3];
u8* blueRow[3];
u8* cvgFull;
Color_RGBA16 inPx;
Color_RGBA16 outPx;
u32 x;
u32 y;
s32 pad;
redRow[0] = &buffer[width * 0];
redRow[1] = &buffer[width * 1];
redRow[2] = &buffer[width * 2];
greenRow[0] = &buffer[width * 3];
greenRow[1] = &buffer[width * 4];
greenRow[2] = &buffer[width * 5];
blueRow[0] = &buffer[width * 6];
blueRow[1] = &buffer[width * 7];
blueRow[2] = &buffer[width * 8];
cvgFull = &buffer[width * 9];
// Fill line buffers for first 2 rows
for (y = 0; y < 2; y++) {
for (x = 0; x < width; x++) {
inPx.rgba = this->fbufSave[x + y * this->width];
redRow[y][x] = inPx.r;
greenRow[y][x] = inPx.g;
blueRow[y][x] = inPx.b;
}
}
// For each row in the image, except first and last
for (y = 1; y < height - 1; y++) {
// Find start of pixels and coverage for current line (bug? this should probably be fetching the NEXT line, but
// really the divot filter only cares about individual lines so it's already wrong)
u8* redRow2 = redRow[2];
u8* greenRow2 = greenRow[2];
u8* blueRow2 = blueRow[2];
u8* lineCvg = &this->cvgSave[width * y];
u16* linePx = &this->fbufSave[width * y];
// Obtain next row from current line, current line becomes the bottom row?? (weird, you would expect this to
// sample the NEXT line?)
for (x = 0; x < width; x++) {
inPx.rgba = linePx[x];
redRow2[x] = inPx.r;
greenRow2[x] = inPx.g;
blueRow2[x] = inPx.b;
// checking for full coverage
cvgFull[x] = (lineCvg[x] >> 5) == 7;
}
for (x = 1; x < width - 1; x++) {
// if the coverage of the three adjacent pixels on the current line are not all fully covered
if (cvgFull[x - 1] && cvgFull[x] && cvgFull[x + 1]) {
continue;
}
// find median value in 3x3 square for each (r,g,b), replaces the pixel marked by X:
// * * *
// * * *
// * X *
outPx.r = PreRender_Get5bMedian9(&redRow[0][x - 1], &redRow[1][x - 1], &redRow[2][x - 1]);
outPx.g = PreRender_Get5bMedian9(&greenRow[0][x - 1], &greenRow[1][x - 1], &greenRow[2][x - 1]);
outPx.b = PreRender_Get5bMedian9(&blueRow[0][x - 1], &blueRow[1][x - 1], &blueRow[2][x - 1]);
outPx.a = 1;
this->fbufSave[x + y * this->width] = outPx.rgba;
}
// Shuffle row 1 -> 0
redRow[0] = redRow[1];
greenRow[0] = greenRow[1];
blueRow[0] = blueRow[1];
// Shuffle row 2 -> 1
redRow[1] = redRow[2];
greenRow[1] = greenRow[2];
blueRow[1] = blueRow[2];
}
free(buffer);
}
/**
* Applies filters to the framebuffer prerender to make it look smoother
*/
void PreRender_ApplyFilters(PreRender* this) {
if ((this->cvgSave == NULL) || (this->fbufSave == NULL)) {
this->filterState = PRERENDER_FILTER_STATE_NONE;
} else {
this->filterState = PRERENDER_FILTER_STATE_PROCESS;
PreRender_AntiAliasFilter(this);
PreRender_DivotFilter(this);
this->filterState = PRERENDER_FILTER_STATE_DONE;
}
}
SlowlyMgr sSlowlyMgr;
s32 sSlowlyRunning;
StackEntry sSlowlyStackInfo;
STACK(sSlowlyStack, 0x1000);
/**
* Initializes `PreRender_ApplyFilters` onto a new "slowly" thread
*/
void PreRender_ApplyFiltersSlowlyInit(PreRender* this) {
if ((this->cvgSave != NULL) && (this->fbufSave != NULL)) {
if (sSlowlyRunning) {
StackCheck_Cleanup(&sSlowlyStackInfo);
Slowly_Destroy(&sSlowlyMgr);
}
this->filterState = PRERENDER_FILTER_STATE_PROCESS;
StackCheck_Init(&sSlowlyStackInfo, sSlowlyStack, STACK_TOP(sSlowlyStack), 0, 0x100, "slowly");
Slowly_Init(&sSlowlyMgr, STACK_TOP(sSlowlyStack), (void*)PreRender_ApplyFilters, this, NULL);
sSlowlyRunning = true;
}
}
/**
* Destroys the "slowly" thread
*/
void PreRender_ApplyFiltersSlowlyDestroy(PreRender* this) {
if (sSlowlyRunning) {
StackCheck_Cleanup(&sSlowlyStackInfo);
Slowly_Destroy(&sSlowlyMgr);
sSlowlyRunning = false;
}
}
// Unused, likely since `PreRender_ApplyFilters` already handles NULL checks
void func_801720C4(PreRender* this) {
if ((this->cvgSave != NULL) && (this->fbufSave != NULL)) {
PreRender_ApplyFilters(this);
}
}
typedef struct {
/* 0x00 */ void* timg;
/* 0x04 */ void* tlut;
/* 0x08 */ u16 width;
/* 0x0A */ u16 height;
/* 0x0C */ u8 fmt;
/* 0x0D */ u8 siz;
/* 0x0E */ u16 tt;
/* 0x10 */ u16 tlutCount;
/* 0x14 */ f32 x;
/* 0x18 */ f32 y;
/* 0x1C */ f32 xScale;
/* 0x20 */ f32 yScale;
/* 0x24 */ u32 flags;
} PreRenderBackground2DParams; // size = 0x28
void Prerender_DrawBackground2DImpl(PreRenderBackground2DParams* bg2D, Gfx** gfxP) {
Gfx* gfx;
uObjBg* bg;
u32 alphaCompare;
Gfx* gfxTemp;
u32 loadS2DEX2;
loadS2DEX2 = (bg2D->flags & BG2D_FLAGS_LOAD_S2DEX2) != 0;
alphaCompare = (bg2D->flags & BG2D_FLAGS_AC_THRESHOLD) ? G_AC_THRESHOLD : G_AC_NONE;
gfxTemp = *gfxP;
bg = Graph_DlistAlloc(&gfxTemp, sizeof(uObjBg));
gfx = gfxTemp;
bg->b.imageX = 0;
bg->b.imageW = (bg2D->width * (1 << 2)) + 1;
bg->b.frameX = bg2D->x * (1 << 2);
bg->b.imageY = 0;
bg->b.imageH = (bg2D->height * (1 << 2)) + 1;
bg->b.frameY = bg2D->y * (1 << 2);
bg->b.imagePtr = bg2D->timg;
bg->b.imageLoad = G_BGLT_LOADTILE;
bg->b.imageFmt = bg2D->fmt;
bg->b.imageSiz = bg2D->siz;
bg->b.imagePal = 0;
bg->b.imageFlip = 0;
if (loadS2DEX2) {
gSPLoadUcodeL(gfx++, ucode_s2dex);
}
if ((bg2D->fmt == G_IM_FMT_CI) && (bg2D->tlut != NULL)) {
gDPLoadTLUT(gfx++, bg2D->tlutCount, 256, bg2D->tlut);
} else {
gDPPipeSync(gfx++);
}
if (bg2D->flags & BG2D_FLAGS_COPY) {
bg->b.frameW = bg2D->width * (1 << 2);
bg->b.frameH = bg2D->height * (1 << 2);
guS2DInitBg(bg);
if (!(bg2D->flags & BG2D_FLAGS_1)) {
gDPSetOtherMode(gfx++, bg2D->tt | G_CYC_COPY, alphaCompare);
}
gSPBgRectCopy(gfx++, bg);
} else {
bg->b.frameW = (u32)(bg2D->width * (1 << 2)) * bg2D->xScale;
bg->b.frameH = (u32)(bg2D->height * (1 << 2)) * bg2D->yScale;
bg->b.tmemW = (1 << 10) / bg2D->xScale;
bg->b.tmemH = (1 << 10) / bg2D->yScale;
bg->s.imageYorig = bg->b.imageY;
if (!(bg2D->flags & BG2D_FLAGS_1)) {
gDPSetOtherMode(gfx++, bg2D->tt | G_AD_DISABLE | G_CD_DISABLE | G_TC_FILT,
AA_EN | CVG_X_ALPHA | ALPHA_CVG_SEL |
GBL_c1(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_BL, G_BL_1MA) |
GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_BL, G_BL_1MA) | alphaCompare);
}
if (!(bg2D->flags & BG2D_FLAGS_2)) {
gDPSetCombineLERP(gfx++, 0, 0, 0, TEXEL0, 0, 0, 0, 1, 0, 0, 0, TEXEL0, 0, 0, 0, 1);
}
gSPObjRenderMode(gfx++, G_OBJRM_ANTIALIAS | G_OBJRM_BILERP);
gSPBgRect1Cyc(gfx++, bg);
}
gDPPipeSync(gfx++);
if (loadS2DEX2) {
gSPLoadUcode(gfx++, SysUcode_GetUCode());
}
*gfxP = gfx;
}
void Prerender_DrawBackground2D(Gfx** gfxP, void* timg, void* tlut, u16 width, u16 height, u8 fmt, u8 siz, u16 tt,
u16 tlutCount, f32 x, f32 y, f32 xScale, f32 yScale, u32 flags) {
PreRenderBackground2DParams bg2D;
PreRenderBackground2DParams* bg2DPtr = &bg2D;
bg2D.timg = timg;
bg2D.tlut = tlut;
bg2D.width = width;
bg2D.height = height;
bg2D.fmt = fmt;
bg2D.siz = siz;
bg2D.tt = tt;
bg2D.tlutCount = tlutCount;
bg2D.x = x;
bg2D.y = y;
bg2D.xScale = xScale;
bg2D.yScale = yScale;
bg2D.flags = flags;
Prerender_DrawBackground2DImpl(bg2DPtr, gfxP);
}
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