treballant en postfx

This commit is contained in:
2026-03-21 13:31:42 +01:00
parent 8aad52f33f
commit 2b2eb31c67
11 changed files with 613 additions and 25 deletions

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@@ -111,9 +111,17 @@ set(APP_SOURCES
)
# Fuentes del sistema de renderizado
set(RENDERING_SOURCES
source/core/rendering/opengl/opengl_shader.cpp
)
# En macOS usamos SDL3 GPU (Metal), no OpenGL
if(APPLE)
set(RENDERING_SOURCES
source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp
)
else()
set(RENDERING_SOURCES
source/core/rendering/opengl/opengl_shader.cpp
source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp
)
endif()
# Fuentes de debug (solo en modo Debug)
set(DEBUG_SOURCES
@@ -161,8 +169,10 @@ elseif(UNIX AND NOT APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
endif()
# Configuración común para OpenGL
if(NOT WIN32)
# Configuración común para OpenGL (no requerido en macOS: usamos SDL3 GPU API / Metal)
if(WIN32)
target_link_libraries(${PROJECT_NAME} PRIVATE opengl32)
elseif(NOT APPLE)
find_package(OpenGL REQUIRED)
if(OPENGL_FOUND)
message(STATUS "OpenGL encontrado: ${OPENGL_LIBRARIES}")

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@@ -10,7 +10,10 @@
#include <string> // Para char_traits, string, operator+, operator==
#include "core/input/mouse.hpp" // Para updateCursorVisibility
#ifndef __APPLE__
#include "core/rendering/opengl/opengl_shader.hpp" // Para OpenGLShader
#endif
#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader
#include "core/rendering/surface.hpp" // Para Surface, readPalFile
#include "core/rendering/text.hpp" // Para Text
#include "core/resources/resource_cache.hpp" // Para Resource
@@ -124,13 +127,16 @@ void Screen::start() { setRendererSurface(nullptr); }
void Screen::render() {
fps_.increment();
// Renderiza todos los overlays
// Renderiza todos los overlays (escribe en game_surface_ CPU-side)
renderOverlays();
// Copia la surface a la textura
surfaceToTexture();
// En el path SDL3GPU, los píxeles se suben directamente desde la Surface.
// En el path SDL_Renderer, primero copiamos la surface a la SDL_Texture.
if (!(Options::video.shaders && shader_backend_ && shader_backend_->isHardwareAccelerated())) {
surfaceToTexture();
}
// Copia la textura al renderizador
// Copia la textura al renderizador (o hace el present GPU)
textureToRenderer();
}
@@ -206,7 +212,12 @@ void Screen::renderNotifications() const {
// Cambia el estado de los shaders
void Screen::toggleShaders() {
Options::video.shaders = !Options::video.shaders;
initShaders();
if (!Options::video.shaders && shader_backend_) {
// Al desactivar shaders, limpiar el backend para liberar el swapchain de GPU
shader_backend_->cleanup();
} else {
initShaders();
}
}
// Actualiza la lógica de la clase (versión nueva con delta_time para escenas migradas)
@@ -304,13 +315,42 @@ void Screen::surfaceToTexture() {
}
}
// Copia la textura al renderizador
// Copia la textura al renderizador (o hace el present GPU)
void Screen::textureToRenderer() {
SDL_Texture* texture_to_render = Options::video.border.enabled ? border_texture_ : game_texture_;
if (Options::video.shaders && shader_backend_) {
if (Options::video.shaders && shader_backend_ && shader_backend_->isHardwareAccelerated()) {
// ---- SDL3 GPU path: convertir Surface → ARGB → upload → PostFX → present ----
if (Options::video.border.enabled) {
// El border_surface_ solo tiene el color de borde; hay que componer encima el game_surface_
const int BORDER_W = static_cast<int>(border_surface_->getWidth());
const int BORDER_H = static_cast<int>(border_surface_->getHeight());
pixel_buffer_.resize(static_cast<size_t>(BORDER_W * BORDER_H));
border_surface_->toARGBBuffer(pixel_buffer_.data());
// Compositar game_surface_ en la posición correcta dentro del buffer
const int GAME_W = static_cast<int>(game_surface_->getWidth());
const int GAME_H = static_cast<int>(game_surface_->getHeight());
const int OFF_X = static_cast<int>(game_surface_dstrect_.x);
const int OFF_Y = static_cast<int>(game_surface_dstrect_.y);
std::vector<Uint32> game_pixels(static_cast<size_t>(GAME_W * GAME_H));
game_surface_->toARGBBuffer(game_pixels.data());
for (int y = 0; y < GAME_H; ++y) {
for (int x = 0; x < GAME_W; ++x) {
pixel_buffer_[static_cast<size_t>(((OFF_Y + y) * BORDER_W) + (OFF_X + x))] = game_pixels[static_cast<size_t>((y * GAME_W) + x)];
}
}
shader_backend_->uploadPixels(pixel_buffer_.data(), BORDER_W, BORDER_H);
} else {
const int GAME_W = static_cast<int>(game_surface_->getWidth());
const int GAME_H = static_cast<int>(game_surface_->getHeight());
pixel_buffer_.resize(static_cast<size_t>(GAME_W * GAME_H));
game_surface_->toARGBBuffer(pixel_buffer_.data());
shader_backend_->uploadPixels(pixel_buffer_.data(), GAME_W, GAME_H);
}
shader_backend_->render();
} else {
// ---- SDL_Renderer path (fallback / no-shader) ----
SDL_SetRenderTarget(renderer_, nullptr);
SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderClear(renderer_);
@@ -437,19 +477,25 @@ void Screen::loadShaders() {
// Inicializa los shaders
void Screen::initShaders() {
#ifndef __APPLE__
if (Options::video.shaders) {
loadShaders();
if (!shader_backend_) {
shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
}
shader_backend_->init(window_, Options::video.border.enabled ? border_texture_ : game_texture_, vertex_shader_source_, fragment_shader_source_);
// shader_backend_->init(window_, shaders_texture_, vertex_shader_source_, fragment_shader_source_);
if (!Options::video.shaders) {
return;
}
SDL_Texture* tex = Options::video.border.enabled ? border_texture_ : game_texture_;
#ifdef __APPLE__
// macOS: usar SDL3 GPU API (Metal) via SDL3GPUShader
if (!shader_backend_) {
shader_backend_ = std::make_unique<Rendering::SDL3GPUShader>();
}
shader_backend_->init(window_, tex, "", "");
#else
// En macOS, OpenGL está deprecated y rinde mal
// TODO: Implementar backend de Metal para shaders en macOS
std::cout << "WARNING: Shaders no disponibles en macOS (OpenGL deprecated). Usa Metal backend.\n";
// Win/Linux: usar OpenGL + GLSL
loadShaders();
if (!shader_backend_) {
shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
}
shader_backend_->init(window_, tex, vertex_shader_source_, fragment_shader_source_);
#endif
}
@@ -537,7 +583,9 @@ auto Screen::initSDLVideo() -> bool {
const auto WINDOW_WIDTH = Options::video.border.enabled ? Options::game.width + (Options::video.border.width * 2) : Options::game.width;
const auto WINDOW_HEIGHT = Options::video.border.enabled ? Options::game.height + (Options::video.border.height * 2) : Options::game.height;
#ifdef __APPLE__
SDL_WindowFlags window_flags = SDL_WINDOW_METAL;
// SDL_WINDOW_METAL no es necesario: SDL3GPU autodetecta Metal via SDL_CreateGPUDevice.
// SDL_Renderer también usará Metal si está disponible (via hint o autoselección).
SDL_WindowFlags window_flags = 0;
#elif defined(LINUX_BUILD)
// En Linux, SDL_WINDOW_OPENGL puede entrar en conflicto con el backend del renderer;
// el hint SDL_HINT_RENDER_DRIVER="opengl" es suficiente para seleccionar OpenGL.

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@@ -7,6 +7,8 @@
#include <string> // Para string
#include <vector> // Para vector
#include <SDL3/SDL_pixels.h> // Para Uint32
#include "utils/utils.hpp" // Para Color
class Surface;
class Text;
@@ -155,6 +157,7 @@ class Screen {
std::string info_resolution_; // Texto con la información de la pantalla
std::string vertex_shader_source_; // Almacena el vertex shader
std::string fragment_shader_source_; // Almacena el fragment shader
std::vector<Uint32> pixel_buffer_; // Buffer intermedio para SDL3GPU path (surface → ARGB)
#ifdef _DEBUG
bool show_debug_info_{true}; // Indica si ha de mostrar la información de debug

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@@ -0,0 +1,419 @@
#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp"
#include <SDL3/SDL_log.h>
#include <cstring> // memcpy, strlen
#ifndef __APPLE__
#include "core/rendering/sdl3gpu/postfx_frag_spv.h"
#include "core/rendering/sdl3gpu/postfx_vert_spv.h"
#endif
#ifdef __APPLE__
// ============================================================================
// MSL shaders (Metal Shading Language) — macOS
// ============================================================================
// NOLINTBEGIN(readability-identifier-naming)
static const char* POSTFX_VERT_MSL = R"(
#include <metal_stdlib>
using namespace metal;
struct PostVOut {
float4 pos [[position]];
float2 uv;
};
vertex PostVOut postfx_vs(uint vid [[vertex_id]]) {
const float2 positions[3] = { {-1.0, -1.0}, {3.0, -1.0}, {-1.0, 3.0} };
const float2 uvs[3] = { { 0.0, 1.0}, {2.0, 1.0}, { 0.0,-1.0} };
PostVOut out;
out.pos = float4(positions[vid], 0.0, 1.0);
out.uv = uvs[vid];
return out;
}
)";
static const char* POSTFX_FRAG_MSL = R"(
#include <metal_stdlib>
using namespace metal;
struct PostVOut {
float4 pos [[position]];
float2 uv;
};
struct PostFXUniforms {
float vignette_strength;
float chroma_strength;
float scanline_strength;
float screen_height;
};
fragment float4 postfx_fs(PostVOut in [[stage_in]],
texture2d<float> scene [[texture(0)]],
sampler samp [[sampler(0)]],
constant PostFXUniforms& u [[buffer(0)]]) {
float ca = u.chroma_strength * 0.005;
float4 color;
color.r = scene.sample(samp, in.uv + float2( ca, 0.0)).r;
color.g = scene.sample(samp, in.uv).g;
color.b = scene.sample(samp, in.uv - float2( ca, 0.0)).b;
color.a = scene.sample(samp, in.uv).a;
float scan = 0.85 + 0.15 * sin(in.uv.y * 3.14159265 * u.screen_height);
color.rgb *= mix(1.0, scan, u.scanline_strength);
float2 d = in.uv - float2(0.5, 0.5);
float vignette = 1.0 - dot(d, d) * u.vignette_strength;
color.rgb *= clamp(vignette, 0.0, 1.0);
return color;
}
)";
// NOLINTEND(readability-identifier-naming)
#endif // __APPLE__
namespace Rendering {
// ---------------------------------------------------------------------------
// Destructor
// ---------------------------------------------------------------------------
SDL3GPUShader::~SDL3GPUShader() {
cleanup();
}
// ---------------------------------------------------------------------------
// init
// ---------------------------------------------------------------------------
auto SDL3GPUShader::init(SDL_Window* window,
SDL_Texture* texture,
const std::string& /*vertex_source*/,
const std::string& /*fragment_source*/) -> bool {
// Si ya estaba inicializado, limpiar antes de reinicializar (p.ej. al cambiar borde)
if (is_initialized_) {
cleanup();
}
window_ = window;
// Dimensions from the SDL_Texture placeholder
float fw = 0.0F;
float fh = 0.0F;
SDL_GetTextureSize(texture, &fw, &fh);
tex_width_ = static_cast<int>(fw);
tex_height_ = static_cast<int>(fh);
uniforms_.screen_height = fh;
// ----------------------------------------------------------------
// 1. Create GPU device
// ----------------------------------------------------------------
#ifdef __APPLE__
const SDL_GPUShaderFormat PREFERRED = SDL_GPU_SHADERFORMAT_MSL | SDL_GPU_SHADERFORMAT_METALLIB;
#else
const SDL_GPUShaderFormat PREFERRED = SDL_GPU_SHADERFORMAT_SPIRV;
#endif
device_ = SDL_CreateGPUDevice(PREFERRED, false, nullptr);
if (device_ == nullptr) {
SDL_Log("SDL3GPUShader: SDL_CreateGPUDevice failed: %s", SDL_GetError());
return false;
}
SDL_Log("SDL3GPUShader: driver = %s", SDL_GetGPUDeviceDriver(device_));
// ----------------------------------------------------------------
// 2. Claim window (GPU device owns the swapchain from now on)
// ----------------------------------------------------------------
if (!SDL_ClaimWindowForGPUDevice(device_, window_)) {
SDL_Log("SDL3GPUShader: SDL_ClaimWindowForGPUDevice failed: %s", SDL_GetError());
SDL_DestroyGPUDevice(device_);
device_ = nullptr;
return false;
}
SDL_SetGPUSwapchainParameters(device_, window_,
SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
SDL_GPU_PRESENTMODE_VSYNC);
// ----------------------------------------------------------------
// 3. Create scene texture (upload target + sampler source)
// Format: B8G8R8A8_UNORM matches SDL ARGB8888 byte layout on LE
// ----------------------------------------------------------------
SDL_GPUTextureCreateInfo tex_info = {};
tex_info.type = SDL_GPU_TEXTURETYPE_2D;
tex_info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
tex_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
tex_info.width = static_cast<Uint32>(tex_width_);
tex_info.height = static_cast<Uint32>(tex_height_);
tex_info.layer_count_or_depth = 1;
tex_info.num_levels = 1;
scene_texture_ = SDL_CreateGPUTexture(device_, &tex_info);
if (scene_texture_ == nullptr) {
SDL_Log("SDL3GPUShader: failed to create scene texture: %s", SDL_GetError());
cleanup();
return false;
}
// ----------------------------------------------------------------
// 4. Create upload transfer buffer (CPU → GPU, size = w*h*4 bytes)
// ----------------------------------------------------------------
SDL_GPUTransferBufferCreateInfo tb_info = {};
tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
tb_info.size = static_cast<Uint32>(tex_width_ * tex_height_ * 4);
upload_buffer_ = SDL_CreateGPUTransferBuffer(device_, &tb_info);
if (upload_buffer_ == nullptr) {
SDL_Log("SDL3GPUShader: failed to create upload buffer: %s", SDL_GetError());
cleanup();
return false;
}
// ----------------------------------------------------------------
// 5. Create nearest-neighbour sampler (retro pixel art)
// ----------------------------------------------------------------
SDL_GPUSamplerCreateInfo samp_info = {};
samp_info.min_filter = SDL_GPU_FILTER_NEAREST;
samp_info.mag_filter = SDL_GPU_FILTER_NEAREST;
samp_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
samp_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
samp_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
samp_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sampler_ = SDL_CreateGPUSampler(device_, &samp_info);
if (sampler_ == nullptr) {
SDL_Log("SDL3GPUShader: failed to create sampler: %s", SDL_GetError());
cleanup();
return false;
}
// ----------------------------------------------------------------
// 6. Create PostFX graphics pipeline
// ----------------------------------------------------------------
if (!createPipeline()) {
cleanup();
return false;
}
is_initialized_ = true;
SDL_Log("SDL3GPUShader: initialized OK (%dx%d)", tex_width_, tex_height_);
return true;
}
// ---------------------------------------------------------------------------
// createPipeline
// ---------------------------------------------------------------------------
auto SDL3GPUShader::createPipeline() -> bool {
const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
#ifdef __APPLE__
SDL_GPUShader* vert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs",
SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* frag = createShaderMSL(device_, POSTFX_FRAG_MSL, "postfx_fs",
SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#else
SDL_GPUShader* vert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size,
"main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* frag = createShaderSPIRV(device_, kpostfx_frag_spv, kpostfx_frag_spv_size,
"main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#endif
if ((vert == nullptr) || (frag == nullptr)) {
SDL_Log("SDL3GPUShader: failed to compile PostFX shaders");
if (vert != nullptr) { SDL_ReleaseGPUShader(device_, vert); }
if (frag != nullptr) { SDL_ReleaseGPUShader(device_, frag); }
return false;
}
SDL_GPUColorTargetBlendState no_blend = {};
no_blend.enable_blend = false;
no_blend.enable_color_write_mask = false;
SDL_GPUColorTargetDescription color_target = {};
color_target.format = SWAPCHAIN_FMT;
color_target.blend_state = no_blend;
SDL_GPUVertexInputState no_input = {};
SDL_GPUGraphicsPipelineCreateInfo pipe_info = {};
pipe_info.vertex_shader = vert;
pipe_info.fragment_shader = frag;
pipe_info.vertex_input_state = no_input;
pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
pipe_info.target_info.num_color_targets = 1;
pipe_info.target_info.color_target_descriptions = &color_target;
pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &pipe_info);
SDL_ReleaseGPUShader(device_, vert);
SDL_ReleaseGPUShader(device_, frag);
if (pipeline_ == nullptr) {
SDL_Log("SDL3GPUShader: pipeline creation failed: %s", SDL_GetError());
return false;
}
return true;
}
// ---------------------------------------------------------------------------
// uploadPixels — copies ARGB8888 CPU pixels into the GPU transfer buffer
// ---------------------------------------------------------------------------
void SDL3GPUShader::uploadPixels(const Uint32* pixels, int width, int height) {
if (!is_initialized_ || (upload_buffer_ == nullptr)) { return; }
void* mapped = SDL_MapGPUTransferBuffer(device_, upload_buffer_, false);
if (mapped == nullptr) {
SDL_Log("SDL3GPUShader: SDL_MapGPUTransferBuffer failed: %s", SDL_GetError());
return;
}
std::memcpy(mapped, pixels, static_cast<size_t>(width * height * 4));
SDL_UnmapGPUTransferBuffer(device_, upload_buffer_);
}
// ---------------------------------------------------------------------------
// render — upload scene texture + PostFX pass → swapchain
// ---------------------------------------------------------------------------
void SDL3GPUShader::render() {
if (!is_initialized_) { return; }
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device_);
if (cmd == nullptr) {
SDL_Log("SDL3GPUShader: SDL_AcquireGPUCommandBuffer failed: %s", SDL_GetError());
return;
}
// ---- Copy pass: transfer buffer → scene texture ----
SDL_GPUCopyPass* copy = SDL_BeginGPUCopyPass(cmd);
if (copy != nullptr) {
SDL_GPUTextureTransferInfo src = {};
src.transfer_buffer = upload_buffer_;
src.offset = 0;
src.pixels_per_row = static_cast<Uint32>(tex_width_);
src.rows_per_layer = static_cast<Uint32>(tex_height_);
SDL_GPUTextureRegion dst = {};
dst.texture = scene_texture_;
dst.w = static_cast<Uint32>(tex_width_);
dst.h = static_cast<Uint32>(tex_height_);
dst.d = 1;
SDL_UploadToGPUTexture(copy, &src, &dst, false);
SDL_EndGPUCopyPass(copy);
}
// ---- Acquire swapchain texture ----
SDL_GPUTexture* swapchain = nullptr;
Uint32 sw = 0;
Uint32 sh = 0;
if (!SDL_AcquireGPUSwapchainTexture(cmd, window_, &swapchain, &sw, &sh)) {
SDL_Log("SDL3GPUShader: SDL_AcquireGPUSwapchainTexture failed: %s", SDL_GetError());
SDL_SubmitGPUCommandBuffer(cmd);
return;
}
if (swapchain == nullptr) {
// Window minimized — skip frame
SDL_SubmitGPUCommandBuffer(cmd);
return;
}
// ---- Render pass: PostFX → swapchain ----
SDL_GPUColorTargetInfo color_target = {};
color_target.texture = swapchain;
color_target.load_op = SDL_GPU_LOADOP_CLEAR;
color_target.store_op = SDL_GPU_STOREOP_STORE;
color_target.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, nullptr);
if (pass != nullptr) {
SDL_BindGPUGraphicsPipeline(pass, pipeline_);
SDL_GPUTextureSamplerBinding binding = {};
binding.texture = scene_texture_;
binding.sampler = sampler_;
SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(PostFXUniforms));
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
SDL_EndGPURenderPass(pass);
}
SDL_SubmitGPUCommandBuffer(cmd);
}
// ---------------------------------------------------------------------------
// cleanup
// ---------------------------------------------------------------------------
void SDL3GPUShader::cleanup() {
is_initialized_ = false;
if (device_ != nullptr) {
SDL_WaitForGPUIdle(device_);
if (pipeline_ != nullptr) {
SDL_ReleaseGPUGraphicsPipeline(device_, pipeline_);
pipeline_ = nullptr;
}
if (scene_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, scene_texture_);
scene_texture_ = nullptr;
}
if (upload_buffer_ != nullptr) {
SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_);
upload_buffer_ = nullptr;
}
if (sampler_ != nullptr) {
SDL_ReleaseGPUSampler(device_, sampler_);
sampler_ = nullptr;
}
SDL_ReleaseWindowFromGPUDevice(device_, window_);
SDL_DestroyGPUDevice(device_);
device_ = nullptr;
}
window_ = nullptr;
}
// ---------------------------------------------------------------------------
// Shader creation helpers
// ---------------------------------------------------------------------------
auto SDL3GPUShader::createShaderMSL(SDL_GPUDevice* device,
const char* msl_source,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers) -> SDL_GPUShader* {
SDL_GPUShaderCreateInfo info = {};
info.code = reinterpret_cast<const Uint8*>(msl_source);
info.code_size = std::strlen(msl_source) + 1;
info.entrypoint = entrypoint;
info.format = SDL_GPU_SHADERFORMAT_MSL;
info.stage = stage;
info.num_samplers = num_samplers;
info.num_uniform_buffers = num_uniform_buffers;
SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
if (shader == nullptr) {
SDL_Log("SDL3GPUShader: MSL shader '%s' failed: %s", entrypoint, SDL_GetError());
}
return shader;
}
auto SDL3GPUShader::createShaderSPIRV(SDL_GPUDevice* device,
const uint8_t* spv_code,
size_t spv_size,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers) -> SDL_GPUShader* {
SDL_GPUShaderCreateInfo info = {};
info.code = spv_code;
info.code_size = spv_size;
info.entrypoint = entrypoint;
info.format = SDL_GPU_SHADERFORMAT_SPIRV;
info.stage = stage;
info.num_samplers = num_samplers;
info.num_uniform_buffers = num_uniform_buffers;
SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
if (shader == nullptr) {
SDL_Log("SDL3GPUShader: SPIRV shader '%s' failed: %s", entrypoint, SDL_GetError());
}
return shader;
}
} // namespace Rendering

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@@ -0,0 +1,76 @@
#pragma once
#include <SDL3/SDL.h>
#include <SDL3/SDL_gpu.h>
#include "core/rendering/shader_backend.hpp"
// PostFX uniforms pushed to fragment stage each frame.
// Must match the MSL struct and GLSL uniform block layout.
struct PostFXUniforms {
float vignette_strength; // 0 = none, ~0.8 = subtle
float chroma_strength; // 0 = off, ~0.2 = subtle chromatic aberration
float scanline_strength; // 0 = off, 1 = full
float screen_height; // logical height in pixels (for resolution-independent scanlines)
};
namespace Rendering {
/**
* @brief Backend de shaders usando SDL3 GPU API (Metal en macOS, Vulkan/SPIR-V en Win/Linux)
*
* Reemplaza el backend OpenGL para que los shaders PostFX funcionen en macOS.
* Pipeline: Surface pixels (CPU) → SDL_GPUTransferBuffer → SDL_GPUTexture (scene)
* → PostFX render pass → swapchain → present
*/
class SDL3GPUShader : public ShaderBackend {
public:
SDL3GPUShader() = default;
~SDL3GPUShader() override;
auto init(SDL_Window* window,
SDL_Texture* texture,
const std::string& vertex_source,
const std::string& fragment_source) -> bool override;
void render() override;
void setTextureSize(float width, float height) override {}
void cleanup() override;
[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }
// Sube píxeles ARGB8888 desde CPU; llamado antes de render()
void uploadPixels(const Uint32* pixels, int width, int height) override;
private:
static auto createShaderMSL(SDL_GPUDevice* device,
const char* msl_source,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers) -> SDL_GPUShader*;
static auto createShaderSPIRV(SDL_GPUDevice* device,
const uint8_t* spv_code,
size_t spv_size,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers) -> SDL_GPUShader*;
auto createPipeline() -> bool;
SDL_Window* window_ = nullptr;
SDL_GPUDevice* device_ = nullptr;
SDL_GPUGraphicsPipeline* pipeline_ = nullptr;
SDL_GPUTexture* scene_texture_ = nullptr;
SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
SDL_GPUSampler* sampler_ = nullptr;
PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F};
int tex_width_ = 0;
int tex_height_ = 0;
bool is_initialized_ = false;
};
} // namespace Rendering

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@@ -46,6 +46,12 @@ class ShaderBackend {
*/
virtual void cleanup() = 0;
/**
* @brief Sube píxeles ARGB8888 desde la CPU al backend de shaders
* Usado por SDL3GPUShader para evitar pasar por SDL_Texture
*/
virtual void uploadPixels(const Uint32* /*pixels*/, int /*width*/, int /*height*/) {}
/**
* @brief Verifica si el backend está usando aceleración por hardware
* @return true si usa aceleración (OpenGL/Metal/Vulkan)

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@@ -524,6 +524,19 @@ void Surface::renderWithVerticalFade(int x, int y, int fade_h, int canvas_height
}
}
// Vuelca los píxeles como ARGB8888 a un buffer externo (sin SDL_Texture ni SDL_Renderer)
void Surface::toARGBBuffer(Uint32* buffer) const {
if (!surface_data_ || (surface_data_->data == nullptr)) { return; }
const int WIDTH = static_cast<int>(surface_data_->width);
const int HEIGHT = static_cast<int>(surface_data_->height);
const Uint8* src = surface_data_->data.get();
for (int y = 0; y < HEIGHT; ++y) {
for (int x = 0; x < WIDTH; ++x) {
buffer[(y * WIDTH) + x] = palette_[src[(y * WIDTH) + x]];
}
}
}
// Vuelca la superficie a una textura
void Surface::copyToTexture(SDL_Renderer* renderer, SDL_Texture* texture) {
if ((renderer == nullptr) || (texture == nullptr) || !surface_data_) {

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@@ -106,6 +106,9 @@ class Surface {
auto fadePalette() -> bool;
auto fadeSubPalette(Uint32 delay = 0) -> bool;
// Vuelca los píxeles como ARGB8888 a un buffer externo (sin SDL_Texture)
void toARGBBuffer(Uint32* buffer) const;
// Pone un pixel en la SurfaceData
void putPixel(int x, int y, Uint8 color);

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@@ -34,7 +34,7 @@ enum class Options {
// --- Variables de estado globales ---
#ifdef _DEBUG
inline Scene current = Scene::ENDING2; // Escena actual
inline Scene current = Scene::GAME; // Escena actual
inline Options options = Options::LOGO_TO_LOADING_SCREEN; // Opciones de la escena actual
#else
inline Scene current = Scene::LOGO; // Escena actual