feat(gpu): afegir suport SPIRV (Vulkan) per Linux/Windows
- Nou: shaders/sprite.vert|frag, postfx.vert|frag, ball.vert (GLSL) - Nou: cmake/spv_to_header.cmake — converteix .spv → uint8_t C header - CMakeLists.txt: bloc non-Apple troba glslc, compila GLSL → SPIRV en build-time i genera headers embeguts a build/generated_shaders/ - gpu_context.cpp: MSL|METALLIB en Apple, SPIRV en la resta - gpu_pipeline.cpp: createShaderSPIRV() + branques #ifdef __APPLE__ per sprite/ball/postfx pipelines - Corregeix crash a engine.cpp:821 (Windows/Linux) causat per pipelines null quan init() fallava en no trobar suport MSL Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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23
shaders/ball.vert
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23
shaders/ball.vert
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#version 450
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// Per-instance data (input_rate = INSTANCE in the pipeline)
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layout(location=0) in vec2 center;
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layout(location=1) in vec2 halfsize;
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layout(location=2) in vec4 col;
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layout(location=0) out vec2 v_uv;
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layout(location=1) out vec4 v_col;
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void main() {
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// gl_VertexIndex cycles 0..5 per instance (6 vertices = 2 triangles)
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// Vertex order: TL TR BL | TR BR BL (CCW winding)
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const vec2 offsets[6] = vec2[6](
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vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0,-1.0),
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vec2( 1.0, 1.0), vec2(1.0,-1.0), vec2(-1.0,-1.0)
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);
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const vec2 uvs[6] = vec2[6](
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vec2(0.0,0.0), vec2(1.0,0.0), vec2(0.0,1.0),
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vec2(1.0,0.0), vec2(1.0,1.0), vec2(0.0,1.0)
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);
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int vid = gl_VertexIndex;
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gl_Position = vec4(center + offsets[vid] * halfsize, 0.0, 1.0);
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v_uv = uvs[vid];
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v_col = col;
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}
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24
shaders/postfx.frag
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shaders/postfx.frag
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#version 450
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layout(location=0) in vec2 v_uv;
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layout(location=0) out vec4 out_color;
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layout(set=2, binding=0) uniform sampler2D scene;
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layout(set=3, binding=0) uniform 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 time;
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} u;
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void main() {
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float ca = u.chroma_strength * 0.005;
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vec4 color;
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color.r = texture(scene, v_uv + vec2( ca, 0.0)).r;
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color.g = texture(scene, v_uv).g;
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color.b = texture(scene, v_uv - vec2( ca, 0.0)).b;
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color.a = texture(scene, v_uv).a;
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float scan = 0.85 + 0.15 * sin(v_uv.y * 3.14159265 * 720.0);
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color.rgb *= mix(1.0, scan, u.scanline_strength);
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vec2 d = v_uv - vec2(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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out_color = color;
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}
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10
shaders/postfx.vert
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shaders/postfx.vert
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#version 450
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layout(location=0) out vec2 v_uv;
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void main() {
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// Full-screen triangle from vertex index (no vertex buffer needed)
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// NDC/UV mapping matches the MSL version (SDL3 GPU normalizes Y-up on all backends)
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vec2 positions[3] = vec2[3](vec2(-1.0,-1.0), vec2(3.0,-1.0), vec2(-1.0,3.0));
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vec2 uvs[3] = vec2[3](vec2(0.0, 1.0), vec2(2.0, 1.0), vec2(0.0,-1.0));
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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v_uv = uvs[gl_VertexIndex];
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}
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9
shaders/sprite.frag
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shaders/sprite.frag
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#version 450
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layout(location=0) in vec2 v_uv;
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layout(location=1) in vec4 v_col;
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layout(location=0) out vec4 out_color;
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layout(set=2, binding=0) uniform sampler2D tex;
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void main() {
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vec4 t = texture(tex, v_uv);
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out_color = vec4(t.rgb * v_col.rgb, t.a * v_col.a);
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}
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shaders/sprite.vert
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11
shaders/sprite.vert
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#version 450
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layout(location=0) in vec2 pos;
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layout(location=1) in vec2 uv;
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layout(location=2) in vec4 col;
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layout(location=0) out vec2 v_uv;
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layout(location=1) out vec4 v_col;
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void main() {
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gl_Position = vec4(pos, 0.0, 1.0);
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v_uv = uv;
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v_col = col;
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}
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