/** * @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 "libc/alloca.h" #include "libc/stdbool.h" #include "PR/gs2dex.h" #include "global.h" #include "color.h" #include "macros.h" #include "gfx.h" #include "slowly.h" #include "stack.h" #include "stackcheck.h" #include "sys_ucode.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) { bzero(this, 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, 0, this->width, this->height, G_IM_FMT_RGBA, G_IM_SIZ_16b, G_TT_NONE, 0, 0.0f, 0.0f, 1.0f, 1.0f, BG2D_FLAGS_1 | BG2D_FLAGS_2 | BG2D_FLAGS_LOAD_S2DEX2); 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) { 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 invCvg; 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 invCvg = 7 - buffCvg[7]; outR = buffR[7] + ((s32)(invCvg * (pmaxR + pminR - (buffR[7] * 2)) + 4) >> 3); outG = buffG[7] + ((s32)(invCvg * (pmaxG + pminG - (buffG[7] * 2)) + 4) >> 3); outB = buffB[7] + ((s32)(invCvg * (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 = alloca(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]; } } /** * 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 = Gfx_Alloc(&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++, gspS2DEX2_fifo); } 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(), SysUcode_GetUCodeData()); } *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); }