forked from jaildesigner-jailgames/jaildoctors_dilemma
corregit postfx en windows
This commit is contained in:
@@ -129,7 +129,7 @@ void Screen::render() {
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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.postfx && shader_backend_ && shader_backend_->isHardwareAccelerated())) {
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if (!(shader_backend_ && shader_backend_->isHardwareAccelerated())) {
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surfaceToTexture();
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}
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@@ -209,17 +209,25 @@ void Screen::renderNotifications() const {
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// Cambia el estado del PostFX
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void Screen::togglePostFX() {
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Options::video.postfx = !Options::video.postfx;
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if (!Options::video.postfx && shader_backend_) {
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// Al desactivar PostFX, limpiar el backend para liberar el swapchain de GPU
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shader_backend_->cleanup();
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if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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if (Options::video.postfx) {
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applyCurrentPostFXPreset();
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} else {
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// Pass-through: efectos a 0, el shader copia la textura sin modificar
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shader_backend_->setPostFXParams(Rendering::PostFXParams{});
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}
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} else {
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// Backend no inicializado aún — inicializarlo ahora
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initShaders();
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}
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}
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// Recarga el shader del preset actual sin toggle
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void Screen::reloadPostFX() {
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if (Options::video.postfx) {
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if (Options::video.postfx && shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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// El backend ya está activo: solo actualizar uniforms, sin recrear el pipeline
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applyCurrentPostFXPreset();
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} else if (Options::video.postfx) {
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initShaders();
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}
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}
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@@ -323,8 +331,8 @@ void Screen::surfaceToTexture() {
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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.postfx && shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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// ---- SDL3 GPU path: convertir Surface → ARGB → upload → PostFX → present ----
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if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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// ---- SDL3 GPU path: convertir Surface → ARGB → upload → PostFX/pass-through → 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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@@ -452,11 +460,9 @@ void Screen::applyCurrentPostFXPreset() {
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}
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// Inicializa los shaders
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// El device GPU se crea siempre (independientemente de postfx) para evitar
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// conflictos SDL_Renderer/SDL_GPU al hacer toggle F4 en Windows/Vulkan.
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void Screen::initShaders() {
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if (!Options::video.postfx) {
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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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if (!shader_backend_) {
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@@ -464,7 +470,12 @@ void Screen::initShaders() {
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}
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shader_backend_->init(window_, tex, "", "");
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applyCurrentPostFXPreset();
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if (Options::video.postfx) {
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applyCurrentPostFXPreset();
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} else {
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// Pass-through: todos los efectos a 0, el shader solo copia la textura
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shader_backend_->setPostFXParams(Rendering::PostFXParams{});
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}
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}
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// Obtiene información sobre la pantalla
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@@ -164,7 +164,7 @@ namespace Rendering {
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// Destructor
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// ---------------------------------------------------------------------------
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SDL3GPUShader::~SDL3GPUShader() {
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cleanup();
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destroy();
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}
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// ---------------------------------------------------------------------------
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@@ -174,7 +174,9 @@ 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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// Si ya estaba inicializado (p.ej. al cambiar borde), liberar recursos
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// de textura/pipeline pero mantener el device vivo para evitar conflictos
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// con SDL_Renderer en Windows/Vulkan.
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if (is_initialized_) {
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cleanup();
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}
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@@ -187,35 +189,37 @@ auto SDL3GPUShader::init(SDL_Window* window,
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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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uniforms_.screen_height = fh; // Altura lógica del juego (no el swapchain físico)
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// ----------------------------------------------------------------
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// 1. Create GPU device
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// 1. Create GPU device (solo si no existe ya)
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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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#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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// 2. Claim window (una sola vez — no liberar hasta destroy())
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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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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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@@ -395,8 +399,6 @@ void SDL3GPUShader::render() {
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return;
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}
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uniforms_.screen_height = static_cast<float>(sh);
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// ---- Render pass: PostFX → swapchain ----
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SDL_GPUColorTargetInfo color_target = {};
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color_target.texture = swapchain;
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@@ -423,7 +425,7 @@ void SDL3GPUShader::render() {
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}
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// ---------------------------------------------------------------------------
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// cleanup
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// cleanup — libera pipeline/texturas/buffer pero mantiene device + swapchain
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// ---------------------------------------------------------------------------
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void SDL3GPUShader::cleanup() {
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is_initialized_ = false;
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@@ -447,8 +449,20 @@ void SDL3GPUShader::cleanup() {
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SDL_ReleaseGPUSampler(device_, sampler_);
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sampler_ = nullptr;
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}
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// device_ y el claim de la ventana se mantienen vivos
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}
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}
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SDL_ReleaseWindowFromGPUDevice(device_, window_);
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// ---------------------------------------------------------------------------
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// destroy — limpieza completa incluyendo device y swapchain (solo al cerrar)
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// ---------------------------------------------------------------------------
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void SDL3GPUShader::destroy() {
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cleanup();
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if (device_ != nullptr) {
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if (window_ != nullptr) {
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SDL_ReleaseWindowFromGPUDevice(device_, window_);
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}
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SDL_DestroyGPUDevice(device_);
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device_ = nullptr;
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}
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@@ -40,7 +40,8 @@ class SDL3GPUShader : public ShaderBackend {
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void render() override;
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void setTextureSize(float width, float height) override {}
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void cleanup() override;
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void cleanup() override; // Libera pipeline/texturas pero mantiene el device vivo
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void destroy(); // Limpieza completa (device + swapchain); llamar solo al cerrar
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[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }
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// Sube píxeles ARGB8888 desde CPU; llamado antes de render()
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