forked from jaildesigner-jailgames/jaildoctors_dilemma
treballant en postfx
This commit is contained in:
@@ -10,7 +10,10 @@
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#include <string> // Para char_traits, string, operator+, operator==
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#include "core/input/mouse.hpp" // Para updateCursorVisibility
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#ifndef __APPLE__
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#include "core/rendering/opengl/opengl_shader.hpp" // Para OpenGLShader
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#endif
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#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader
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#include "core/rendering/surface.hpp" // Para Surface, readPalFile
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#include "core/rendering/text.hpp" // Para Text
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#include "core/resources/resource_cache.hpp" // Para Resource
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@@ -124,13 +127,16 @@ void Screen::start() { setRendererSurface(nullptr); }
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void Screen::render() {
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fps_.increment();
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// Renderiza todos los overlays
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// Renderiza todos los overlays (escribe en game_surface_ CPU-side)
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renderOverlays();
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// Copia la surface a la textura
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surfaceToTexture();
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// En el path SDL3GPU, los píxeles se suben directamente desde la Surface.
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// En el path SDL_Renderer, primero copiamos la surface a la SDL_Texture.
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if (!(Options::video.shaders && shader_backend_ && shader_backend_->isHardwareAccelerated())) {
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surfaceToTexture();
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}
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// Copia la textura al renderizador
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// Copia la textura al renderizador (o hace el present GPU)
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textureToRenderer();
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}
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@@ -206,7 +212,12 @@ void Screen::renderNotifications() const {
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// Cambia el estado de los shaders
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void Screen::toggleShaders() {
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Options::video.shaders = !Options::video.shaders;
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initShaders();
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if (!Options::video.shaders && shader_backend_) {
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// Al desactivar shaders, limpiar el backend para liberar el swapchain de GPU
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shader_backend_->cleanup();
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} else {
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initShaders();
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}
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}
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// Actualiza la lógica de la clase (versión nueva con delta_time para escenas migradas)
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@@ -304,13 +315,42 @@ void Screen::surfaceToTexture() {
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}
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}
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// Copia la textura al renderizador
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// Copia la textura al renderizador (o hace el present GPU)
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void Screen::textureToRenderer() {
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SDL_Texture* texture_to_render = Options::video.border.enabled ? border_texture_ : game_texture_;
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if (Options::video.shaders && shader_backend_) {
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if (Options::video.shaders && shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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// ---- SDL3 GPU path: convertir Surface → ARGB → upload → PostFX → present ----
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if (Options::video.border.enabled) {
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// El border_surface_ solo tiene el color de borde; hay que componer encima el game_surface_
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const int BORDER_W = static_cast<int>(border_surface_->getWidth());
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const int BORDER_H = static_cast<int>(border_surface_->getHeight());
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pixel_buffer_.resize(static_cast<size_t>(BORDER_W * BORDER_H));
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border_surface_->toARGBBuffer(pixel_buffer_.data());
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// Compositar game_surface_ en la posición correcta dentro del buffer
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const int GAME_W = static_cast<int>(game_surface_->getWidth());
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const int GAME_H = static_cast<int>(game_surface_->getHeight());
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const int OFF_X = static_cast<int>(game_surface_dstrect_.x);
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const int OFF_Y = static_cast<int>(game_surface_dstrect_.y);
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std::vector<Uint32> game_pixels(static_cast<size_t>(GAME_W * GAME_H));
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game_surface_->toARGBBuffer(game_pixels.data());
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for (int y = 0; y < GAME_H; ++y) {
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for (int x = 0; x < GAME_W; ++x) {
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pixel_buffer_[static_cast<size_t>(((OFF_Y + y) * BORDER_W) + (OFF_X + x))] = game_pixels[static_cast<size_t>((y * GAME_W) + x)];
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}
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}
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shader_backend_->uploadPixels(pixel_buffer_.data(), BORDER_W, BORDER_H);
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} else {
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const int GAME_W = static_cast<int>(game_surface_->getWidth());
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const int GAME_H = static_cast<int>(game_surface_->getHeight());
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pixel_buffer_.resize(static_cast<size_t>(GAME_W * GAME_H));
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game_surface_->toARGBBuffer(pixel_buffer_.data());
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shader_backend_->uploadPixels(pixel_buffer_.data(), GAME_W, GAME_H);
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}
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shader_backend_->render();
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} else {
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// ---- SDL_Renderer path (fallback / no-shader) ----
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SDL_SetRenderTarget(renderer_, nullptr);
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SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
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SDL_RenderClear(renderer_);
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@@ -437,19 +477,25 @@ void Screen::loadShaders() {
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// Inicializa los shaders
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void Screen::initShaders() {
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#ifndef __APPLE__
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if (Options::video.shaders) {
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loadShaders();
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if (!shader_backend_) {
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shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
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}
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shader_backend_->init(window_, Options::video.border.enabled ? border_texture_ : game_texture_, vertex_shader_source_, fragment_shader_source_);
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// shader_backend_->init(window_, shaders_texture_, vertex_shader_source_, fragment_shader_source_);
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if (!Options::video.shaders) {
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return;
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}
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SDL_Texture* tex = Options::video.border.enabled ? border_texture_ : game_texture_;
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#ifdef __APPLE__
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// macOS: usar SDL3 GPU API (Metal) via SDL3GPUShader
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if (!shader_backend_) {
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shader_backend_ = std::make_unique<Rendering::SDL3GPUShader>();
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}
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shader_backend_->init(window_, tex, "", "");
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#else
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// En macOS, OpenGL está deprecated y rinde mal
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// TODO: Implementar backend de Metal para shaders en macOS
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std::cout << "WARNING: Shaders no disponibles en macOS (OpenGL deprecated). Usa Metal backend.\n";
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// Win/Linux: usar OpenGL + GLSL
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loadShaders();
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if (!shader_backend_) {
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shader_backend_ = std::make_unique<Rendering::OpenGLShader>();
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}
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shader_backend_->init(window_, tex, vertex_shader_source_, fragment_shader_source_);
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#endif
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}
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@@ -537,7 +583,9 @@ auto Screen::initSDLVideo() -> bool {
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const auto WINDOW_WIDTH = Options::video.border.enabled ? Options::game.width + (Options::video.border.width * 2) : Options::game.width;
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const auto WINDOW_HEIGHT = Options::video.border.enabled ? Options::game.height + (Options::video.border.height * 2) : Options::game.height;
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#ifdef __APPLE__
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SDL_WindowFlags window_flags = SDL_WINDOW_METAL;
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// SDL_WINDOW_METAL no es necesario: SDL3GPU autodetecta Metal via SDL_CreateGPUDevice.
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// SDL_Renderer también usará Metal si está disponible (via hint o autoselección).
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SDL_WindowFlags window_flags = 0;
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#elif defined(LINUX_BUILD)
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// En Linux, SDL_WINDOW_OPENGL puede entrar en conflicto con el backend del renderer;
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// el hint SDL_HINT_RENDER_DRIVER="opengl" es suficiente para seleccionar OpenGL.
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@@ -7,6 +7,8 @@
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#include <string> // Para string
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#include <vector> // Para vector
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#include <SDL3/SDL_pixels.h> // Para Uint32
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#include "utils/utils.hpp" // Para Color
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class Surface;
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class Text;
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@@ -155,6 +157,7 @@ class Screen {
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std::string info_resolution_; // Texto con la información de la pantalla
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std::string vertex_shader_source_; // Almacena el vertex shader
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std::string fragment_shader_source_; // Almacena el fragment shader
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std::vector<Uint32> pixel_buffer_; // Buffer intermedio para SDL3GPU path (surface → ARGB)
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#ifdef _DEBUG
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bool show_debug_info_{true}; // Indica si ha de mostrar la información de debug
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5
source/core/rendering/sdl3gpu/postfx_frag_spv.h
Normal file
5
source/core/rendering/sdl3gpu/postfx_frag_spv.h
Normal file
File diff suppressed because one or more lines are too long
5
source/core/rendering/sdl3gpu/postfx_vert_spv.h
Normal file
5
source/core/rendering/sdl3gpu/postfx_vert_spv.h
Normal file
File diff suppressed because one or more lines are too long
419
source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp
Normal file
419
source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp
Normal file
@@ -0,0 +1,419 @@
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#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp"
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#include <SDL3/SDL_log.h>
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#include <cstring> // memcpy, strlen
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#ifndef __APPLE__
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#include "core/rendering/sdl3gpu/postfx_frag_spv.h"
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#include "core/rendering/sdl3gpu/postfx_vert_spv.h"
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#endif
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#ifdef __APPLE__
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// ============================================================================
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// MSL shaders (Metal Shading Language) — macOS
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// ============================================================================
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// NOLINTBEGIN(readability-identifier-naming)
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static const char* POSTFX_VERT_MSL = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct PostVOut {
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float4 pos [[position]];
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float2 uv;
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};
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vertex PostVOut postfx_vs(uint vid [[vertex_id]]) {
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const float2 positions[3] = { {-1.0, -1.0}, {3.0, -1.0}, {-1.0, 3.0} };
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const float2 uvs[3] = { { 0.0, 1.0}, {2.0, 1.0}, { 0.0,-1.0} };
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PostVOut out;
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out.pos = float4(positions[vid], 0.0, 1.0);
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out.uv = uvs[vid];
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return out;
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}
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)";
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static const char* POSTFX_FRAG_MSL = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct PostVOut {
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float4 pos [[position]];
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float2 uv;
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};
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struct PostFXUniforms {
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float vignette_strength;
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float chroma_strength;
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float scanline_strength;
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float screen_height;
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};
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fragment float4 postfx_fs(PostVOut in [[stage_in]],
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texture2d<float> scene [[texture(0)]],
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sampler samp [[sampler(0)]],
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constant PostFXUniforms& u [[buffer(0)]]) {
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float ca = u.chroma_strength * 0.005;
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float4 color;
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color.r = scene.sample(samp, in.uv + float2( ca, 0.0)).r;
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color.g = scene.sample(samp, in.uv).g;
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color.b = scene.sample(samp, in.uv - float2( ca, 0.0)).b;
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color.a = scene.sample(samp, in.uv).a;
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float scan = 0.85 + 0.15 * sin(in.uv.y * 3.14159265 * u.screen_height);
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color.rgb *= mix(1.0, scan, u.scanline_strength);
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float2 d = in.uv - float2(0.5, 0.5);
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float vignette = 1.0 - dot(d, d) * u.vignette_strength;
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color.rgb *= clamp(vignette, 0.0, 1.0);
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return color;
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}
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)";
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// NOLINTEND(readability-identifier-naming)
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#endif // __APPLE__
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namespace Rendering {
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// ---------------------------------------------------------------------------
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// Destructor
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// ---------------------------------------------------------------------------
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SDL3GPUShader::~SDL3GPUShader() {
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cleanup();
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}
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// ---------------------------------------------------------------------------
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// init
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// ---------------------------------------------------------------------------
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auto SDL3GPUShader::init(SDL_Window* window,
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SDL_Texture* texture,
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const std::string& /*vertex_source*/,
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const std::string& /*fragment_source*/) -> bool {
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// Si ya estaba inicializado, limpiar antes de reinicializar (p.ej. al cambiar borde)
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if (is_initialized_) {
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cleanup();
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}
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window_ = window;
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// Dimensions from the SDL_Texture placeholder
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float fw = 0.0F;
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float fh = 0.0F;
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SDL_GetTextureSize(texture, &fw, &fh);
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tex_width_ = static_cast<int>(fw);
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tex_height_ = static_cast<int>(fh);
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uniforms_.screen_height = fh;
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// ----------------------------------------------------------------
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// 1. Create GPU device
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// ----------------------------------------------------------------
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#ifdef __APPLE__
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const SDL_GPUShaderFormat PREFERRED = SDL_GPU_SHADERFORMAT_MSL | SDL_GPU_SHADERFORMAT_METALLIB;
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#else
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const SDL_GPUShaderFormat PREFERRED = SDL_GPU_SHADERFORMAT_SPIRV;
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#endif
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device_ = SDL_CreateGPUDevice(PREFERRED, false, nullptr);
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if (device_ == nullptr) {
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SDL_Log("SDL3GPUShader: SDL_CreateGPUDevice failed: %s", SDL_GetError());
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return false;
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}
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SDL_Log("SDL3GPUShader: driver = %s", SDL_GetGPUDeviceDriver(device_));
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// ----------------------------------------------------------------
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// 2. Claim window (GPU device owns the swapchain from now on)
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// ----------------------------------------------------------------
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if (!SDL_ClaimWindowForGPUDevice(device_, window_)) {
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SDL_Log("SDL3GPUShader: SDL_ClaimWindowForGPUDevice failed: %s", SDL_GetError());
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SDL_DestroyGPUDevice(device_);
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device_ = nullptr;
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return false;
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}
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SDL_SetGPUSwapchainParameters(device_, window_,
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SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
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SDL_GPU_PRESENTMODE_VSYNC);
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// ----------------------------------------------------------------
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// 3. Create scene texture (upload target + sampler source)
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// Format: B8G8R8A8_UNORM matches SDL ARGB8888 byte layout on LE
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// ----------------------------------------------------------------
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SDL_GPUTextureCreateInfo tex_info = {};
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tex_info.type = SDL_GPU_TEXTURETYPE_2D;
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tex_info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
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tex_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
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tex_info.width = static_cast<Uint32>(tex_width_);
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tex_info.height = static_cast<Uint32>(tex_height_);
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tex_info.layer_count_or_depth = 1;
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tex_info.num_levels = 1;
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scene_texture_ = SDL_CreateGPUTexture(device_, &tex_info);
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if (scene_texture_ == nullptr) {
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SDL_Log("SDL3GPUShader: failed to create scene texture: %s", SDL_GetError());
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cleanup();
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return false;
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}
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// ----------------------------------------------------------------
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// 4. Create upload transfer buffer (CPU → GPU, size = w*h*4 bytes)
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// ----------------------------------------------------------------
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SDL_GPUTransferBufferCreateInfo tb_info = {};
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tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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tb_info.size = static_cast<Uint32>(tex_width_ * tex_height_ * 4);
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upload_buffer_ = SDL_CreateGPUTransferBuffer(device_, &tb_info);
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if (upload_buffer_ == nullptr) {
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SDL_Log("SDL3GPUShader: failed to create upload buffer: %s", SDL_GetError());
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cleanup();
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return false;
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}
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// ----------------------------------------------------------------
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// 5. Create nearest-neighbour sampler (retro pixel art)
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// ----------------------------------------------------------------
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SDL_GPUSamplerCreateInfo samp_info = {};
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samp_info.min_filter = SDL_GPU_FILTER_NEAREST;
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samp_info.mag_filter = SDL_GPU_FILTER_NEAREST;
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samp_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
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samp_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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samp_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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samp_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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sampler_ = SDL_CreateGPUSampler(device_, &samp_info);
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if (sampler_ == nullptr) {
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SDL_Log("SDL3GPUShader: failed to create sampler: %s", SDL_GetError());
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cleanup();
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return false;
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}
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// ----------------------------------------------------------------
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// 6. Create PostFX graphics pipeline
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// ----------------------------------------------------------------
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if (!createPipeline()) {
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cleanup();
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return false;
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}
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is_initialized_ = true;
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SDL_Log("SDL3GPUShader: initialized OK (%dx%d)", tex_width_, tex_height_);
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return true;
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}
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// ---------------------------------------------------------------------------
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// createPipeline
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// ---------------------------------------------------------------------------
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auto SDL3GPUShader::createPipeline() -> bool {
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const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
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#ifdef __APPLE__
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SDL_GPUShader* vert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs",
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SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* frag = createShaderMSL(device_, POSTFX_FRAG_MSL, "postfx_fs",
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SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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#else
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SDL_GPUShader* vert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size,
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"main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* frag = createShaderSPIRV(device_, kpostfx_frag_spv, kpostfx_frag_spv_size,
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"main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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#endif
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if ((vert == nullptr) || (frag == nullptr)) {
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SDL_Log("SDL3GPUShader: failed to compile PostFX shaders");
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if (vert != nullptr) { SDL_ReleaseGPUShader(device_, vert); }
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if (frag != nullptr) { SDL_ReleaseGPUShader(device_, frag); }
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return false;
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}
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SDL_GPUColorTargetBlendState no_blend = {};
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no_blend.enable_blend = false;
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no_blend.enable_color_write_mask = false;
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SDL_GPUColorTargetDescription color_target = {};
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color_target.format = SWAPCHAIN_FMT;
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color_target.blend_state = no_blend;
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SDL_GPUVertexInputState no_input = {};
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SDL_GPUGraphicsPipelineCreateInfo pipe_info = {};
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pipe_info.vertex_shader = vert;
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pipe_info.fragment_shader = frag;
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pipe_info.vertex_input_state = no_input;
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pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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pipe_info.target_info.num_color_targets = 1;
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pipe_info.target_info.color_target_descriptions = &color_target;
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pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &pipe_info);
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SDL_ReleaseGPUShader(device_, vert);
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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
|
||||
76
source/core/rendering/sdl3gpu/sdl3gpu_shader.hpp
Normal file
76
source/core/rendering/sdl3gpu/sdl3gpu_shader.hpp
Normal file
@@ -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
|
||||
@@ -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)
|
||||
|
||||
@@ -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_) {
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user