refactor: eliminar sistema de shaders externos (ShaderManager + GpuShaderPreset)
Elimina el sistema multi-pass de shaders runtime en favor del PostFX nativo. Queda solo el ciclo de 5 modos nativos: OFF → Vinyeta → Scanlines → Cromàtica → Complet. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -354,26 +354,6 @@ bool Engine::initialize(int width, int height, int zoom, bool fullscreen, AppMod
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delete[] tmp;
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}
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// Inicializar ShaderManager (shaders externos desde data/shaders/)
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if (gpu_ctx_ && success) {
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shader_manager_ = std::make_unique<ShaderManager>();
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std::string shaders_dir = getResourcesDirectory() + "/data/shaders";
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shader_manager_->scan(shaders_dir);
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// Si se especificó --shader, activar el preset inicial
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if (!initial_shader_name_.empty()) {
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active_shader_ = shader_manager_->load(
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gpu_ctx_->device(),
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initial_shader_name_,
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gpu_ctx_->swapchainFormat(),
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current_screen_width_, current_screen_height_);
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if (active_shader_) {
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const auto& names = shader_manager_->names();
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auto it = std::find(names.begin(), names.end(), initial_shader_name_);
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active_shader_idx_ = (it != names.end()) ? (int)(it - names.begin()) : -1;
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}
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}
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}
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}
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return success;
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@@ -408,7 +388,6 @@ void Engine::shutdown() {
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if (sprite_batch_) { sprite_batch_->destroy(gpu_ctx_->device()); sprite_batch_.reset(); }
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if (gpu_ball_buffer_) { gpu_ball_buffer_->destroy(gpu_ctx_->device()); gpu_ball_buffer_.reset(); }
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if (gpu_pipeline_) { gpu_pipeline_->destroy(gpu_ctx_->device()); gpu_pipeline_.reset(); }
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if (shader_manager_) { shader_manager_->destroyAll(gpu_ctx_->device()); shader_manager_.reset(); }
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}
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// Destroy software UI renderer and surface
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@@ -903,75 +882,7 @@ void Engine::render() {
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SDL_SetGPUScissor(rp, &scissor);
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};
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if (active_shader_ != nullptr) {
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// --- External multi-pass shader ---
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NTSCParams ntsc = {};
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ntsc.source_width = static_cast<float>(current_screen_width_);
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ntsc.source_height = static_cast<float>(current_screen_height_);
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ntsc.a_value = active_shader_->param("avalue", 0.0f);
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ntsc.b_value = active_shader_->param("bvalue", 0.0f);
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ntsc.cc_value = active_shader_->param("ccvalue", 3.5795455f);
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ntsc.scan_time = active_shader_->param("scantime", 47.9f);
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ntsc.notch_width = active_shader_->param("notch_width", 3.45f);
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ntsc.y_freq = active_shader_->param("yfreqresponse", 1.75f);
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ntsc.i_freq = active_shader_->param("ifreqresponse", 1.75f);
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ntsc.q_freq = active_shader_->param("qfreqresponse", 1.45f);
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SDL_GPUTexture* current_input = offscreen_tex_->texture();
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SDL_GPUSampler* current_samp = offscreen_tex_->sampler();
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for (int pi = 0; pi < active_shader_->passCount(); ++pi) {
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ShaderPass& sp = active_shader_->pass(pi);
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bool is_last = (pi == active_shader_->passCount() - 1);
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SDL_GPUTexture* target_tex = is_last ? swapchain : sp.target->texture();
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SDL_GPULoadOp load_op = SDL_GPU_LOADOP_CLEAR;
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SDL_GPUColorTargetInfo ct = {};
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ct.texture = target_tex;
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ct.load_op = load_op;
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ct.clear_color = {0.0f, 0.0f, 0.0f, 1.0f};
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ct.store_op = SDL_GPU_STOREOP_STORE;
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SDL_GPURenderPass* ext_pass = SDL_BeginGPURenderPass(cmd, &ct, 1, nullptr);
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if (is_last) applyViewport(ext_pass);
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SDL_BindGPUGraphicsPipeline(ext_pass, sp.pipeline);
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SDL_GPUTextureSamplerBinding src_tsb = {current_input, current_samp};
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SDL_BindGPUFragmentSamplers(ext_pass, 0, &src_tsb, 1);
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SDL_PushGPUFragmentUniformData(cmd, 0, &ntsc, sizeof(NTSCParams));
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SDL_DrawGPUPrimitives(ext_pass, 3, 1, 0, 0);
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SDL_EndGPURenderPass(ext_pass);
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if (!is_last) {
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current_input = sp.target->texture();
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current_samp = sp.target->sampler();
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}
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}
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// Re-open swapchain pass for UI overlay
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SDL_GPUColorTargetInfo ct_ui = {};
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ct_ui.texture = swapchain;
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ct_ui.load_op = SDL_GPU_LOADOP_LOAD; // preserve shader output
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ct_ui.store_op = SDL_GPU_STOREOP_STORE;
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SDL_GPURenderPass* pass2 = SDL_BeginGPURenderPass(cmd, &ct_ui, 1, nullptr);
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applyViewport(pass2);
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if (ui_tex_ && ui_tex_->isValid() && sprite_batch_->overlayIndexCount() > 0) {
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SDL_BindGPUGraphicsPipeline(pass2, gpu_pipeline_->spritePipeline());
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SDL_GPUBufferBinding vb = {sprite_batch_->vertexBuffer(), 0};
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SDL_GPUBufferBinding ib = {sprite_batch_->indexBuffer(), 0};
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SDL_BindGPUVertexBuffers(pass2, 0, &vb, 1);
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SDL_BindGPUIndexBuffer(pass2, &ib, SDL_GPU_INDEXELEMENTSIZE_32BIT);
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SDL_GPUTextureSamplerBinding ui_tsb = {ui_tex_->texture(), ui_tex_->sampler()};
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SDL_BindGPUFragmentSamplers(pass2, 0, &ui_tsb, 1);
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SDL_DrawGPUIndexedPrimitives(pass2, sprite_batch_->overlayIndexCount(), 1,
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sprite_batch_->overlayIndexOffset(), 0, 0);
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}
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SDL_EndGPURenderPass(pass2);
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} else {
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{
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// --- Native PostFX path ---
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SDL_GPUColorTargetInfo ct = {};
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ct.texture = swapchain;
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@@ -1003,7 +914,7 @@ void Engine::render() {
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}
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SDL_EndGPURenderPass(pass2);
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} // end else (native PostFX)
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} // end native PostFX
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} // end if (swapchain && ...)
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gpu_ctx_->submit(cmd);
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@@ -1155,7 +1066,6 @@ void Engine::applyPostFXPreset(int mode) {
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}
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void Engine::handlePostFXCycle() {
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// Delegate to cycleShader() which handles both native PostFX and external shaders
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cycleShader();
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}
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@@ -1164,16 +1074,6 @@ void Engine::handlePostFXToggle() {
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"PostFX: Vinyeta", "PostFX: Scanlines",
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"PostFX: Cromàtica", "PostFX: Complet"
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};
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// If external shader is active, toggle it off
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if (active_shader_) {
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active_shader_ = nullptr;
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active_shader_idx_ = 0; // reset to OFF
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postfx_uniforms_.vignette_strength = 0.0f;
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postfx_uniforms_.chroma_strength = 0.0f;
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postfx_uniforms_.scanline_strength = 0.0f;
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showNotificationForAction("PostFX: Desactivat");
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return;
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}
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postfx_enabled_ = !postfx_enabled_;
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if (postfx_enabled_) {
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applyPostFXPreset(postfx_effect_mode_);
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@@ -1201,81 +1101,25 @@ void Engine::setPostFXParamOverrides(float vignette, float chroma) {
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if (chroma >= 0.f) postfx_uniforms_.chroma_strength = chroma;
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}
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void Engine::setInitialShader(const std::string& name) {
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initial_shader_name_ = name;
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}
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void Engine::cycleShader() {
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// Cycle order:
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// native OFF → native Vinyeta → Scanlines → Cromàtica → Complet →
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// ext shader 0 → ext shader 1 → ... → native OFF → ...
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if (!shader_manager_) {
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// No shader manager: fall back to native PostFX cycle
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handlePostFXCycle();
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return;
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}
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// active_shader_idx_ is a 0-based cycle counter:
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// -1 = uninitialized (first press → index 0 = OFF)
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// 0 = OFF
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// 1 = PostFX Vinyeta, 2 = Scanlines, 3 = Cromàtica, 4 = Complet
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// 5..4+num_ext = external shaders (0-based into names())
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const int num_native = 5; // 0=OFF, 1..4=PostFX modes
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const int num_ext = static_cast<int>(shader_manager_->names().size());
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const int total = num_native + num_ext;
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static const char* native_names[5] = {
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static const char* names[5] = {
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"PostFX: Desactivat", "PostFX: Vinyeta", "PostFX: Scanlines",
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"PostFX: Cromàtica", "PostFX: Complet"
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};
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postfx_cycle_idx_ = (postfx_cycle_idx_ + 1) % 5;
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int cycle = postfx_cycle_idx_;
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// Advance and wrap
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int cycle = active_shader_idx_ + 1;
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if (cycle < 0 || cycle >= total) cycle = 0;
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active_shader_idx_ = cycle;
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if (cycle < num_native) {
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// Native PostFX
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active_shader_ = nullptr;
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if (cycle == 0) {
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postfx_enabled_ = false;
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postfx_uniforms_.vignette_strength = 0.0f;
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postfx_uniforms_.chroma_strength = 0.0f;
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postfx_uniforms_.scanline_strength = 0.0f;
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} else {
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postfx_enabled_ = true;
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postfx_effect_mode_ = cycle - 1; // 0..3
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applyPostFXPreset(postfx_effect_mode_);
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}
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showNotificationForAction(native_names[cycle]);
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if (cycle == 0) {
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postfx_enabled_ = false;
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postfx_uniforms_.vignette_strength = 0.0f;
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postfx_uniforms_.chroma_strength = 0.0f;
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postfx_uniforms_.scanline_strength = 0.0f;
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} else {
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// External shader
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int ext_idx = cycle - num_native;
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const std::string& shader_name = shader_manager_->names()[ext_idx];
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GpuShaderPreset* preset = shader_manager_->load(
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gpu_ctx_->device(),
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shader_name,
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gpu_ctx_->swapchainFormat(),
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current_screen_width_, current_screen_height_);
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if (preset) {
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active_shader_ = preset;
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postfx_enabled_ = false;
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postfx_uniforms_.vignette_strength = 0.0f;
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postfx_uniforms_.chroma_strength = 0.0f;
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postfx_uniforms_.scanline_strength = 0.0f;
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showNotificationForAction("Shader: " + shader_name);
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} else {
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// Failed to load: skip to next
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SDL_Log("Engine::cycleShader: failed to load '%s', skipping", shader_name.c_str());
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active_shader_ = nullptr;
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showNotificationForAction("Shader: ERROR " + shader_name);
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}
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postfx_enabled_ = true;
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postfx_effect_mode_ = cycle - 1;
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applyPostFXPreset(postfx_effect_mode_);
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}
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}
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std::string Engine::getActiveShaderName() const {
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if (active_shader_) return active_shader_->name();
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return {};
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showNotificationForAction(names[cycle]);
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}
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void Engine::toggleIntegerScaling() {
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@@ -1621,11 +1465,6 @@ void Engine::recreateOffscreenTexture() {
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base_screen_width_, base_screen_height_); // logical (font size based on base)
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}
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// Recreate external shader intermediate targets
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if (shader_manager_) {
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shader_manager_->onResize(gpu_ctx_->device(), gpu_ctx_->swapchainFormat(),
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current_screen_width_, current_screen_height_);
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}
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if (ui_renderer_ && app_logo_) {
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app_logo_->initialize(ui_renderer_, current_screen_width_, current_screen_height_);
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}
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@@ -19,10 +19,8 @@
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#include "gpu/gpu_ball_buffer.hpp" // for GpuBallBuffer, BallGPUData
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#include "gpu/gpu_context.hpp" // for GpuContext
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#include "gpu/gpu_pipeline.hpp" // for GpuPipeline
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#include "gpu/gpu_shader_preset.hpp" // for NTSCParams, GpuShaderPreset
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#include "gpu/gpu_sprite_batch.hpp" // for GpuSpriteBatch
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#include "gpu/gpu_texture.hpp" // for GpuTexture
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#include "gpu/shader_manager.hpp" // for ShaderManager
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#include "input/input_handler.hpp" // for InputHandler
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#include "scene/scene_manager.hpp" // for SceneManager
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#include "shapes_mgr/shape_manager.hpp" // for ShapeManager
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@@ -84,10 +82,8 @@ class Engine {
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void setInitialPostFX(int mode);
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void setPostFXParamOverrides(float vignette, float chroma);
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// External shader presets (loaded from data/shaders/)
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// Cicle PostFX nadiu (OFF → Vinyeta → Scanlines → Cromàtica → Complet)
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void cycleShader();
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void setInitialShader(const std::string& name);
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std::string getActiveShaderName() const;
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// Modo kiosko
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void setKioskMode(bool enabled) { kiosk_mode_ = enabled; }
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@@ -137,7 +133,6 @@ class Engine {
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float getPostFXVignette() const { return postfx_uniforms_.vignette_strength; }
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float getPostFXChroma() const { return postfx_uniforms_.chroma_strength; }
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float getPostFXScanline() const { return postfx_uniforms_.scanline_strength; }
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bool isExternalShaderActive() const { return active_shader_ != nullptr; }
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private:
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// === Componentes del sistema (Composición) ===
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@@ -192,11 +187,8 @@ class Engine {
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float postfx_override_vignette_ = -1.f; // -1 = sin override
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float postfx_override_chroma_ = -1.f;
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// External shader system
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std::unique_ptr<ShaderManager> shader_manager_;
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GpuShaderPreset* active_shader_ = nullptr; // null = native PostFX
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int active_shader_idx_ = -1; // index into shader_manager_->names()
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std::string initial_shader_name_; // set before initialize()
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// Cicle PostFX natiu (0=OFF, 1=Vinyeta, 2=Scanlines, 3=Cromàtica, 4=Complet)
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int postfx_cycle_idx_ = 0;
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// Sistema de zoom dinámico
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int current_window_zoom_ = DEFAULT_WINDOW_ZOOM;
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@@ -1,274 +0,0 @@
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#include "gpu_shader_preset.hpp"
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#include "gpu_texture.hpp"
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#include <SDL3/SDL_log.h>
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#include <fstream>
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#include <sstream>
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#include <algorithm>
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#include <memory>
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// ============================================================================
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// Helpers
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// ============================================================================
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static std::vector<uint8_t> readFile(const std::string& path) {
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std::ifstream f(path, std::ios::binary | std::ios::ate);
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if (!f) return {};
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std::streamsize sz = f.tellg();
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f.seekg(0, std::ios::beg);
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std::vector<uint8_t> buf(static_cast<size_t>(sz));
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if (!f.read(reinterpret_cast<char*>(buf.data()), sz)) return {};
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return buf;
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}
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static std::string trim(const std::string& s) {
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size_t a = s.find_first_not_of(" \t\r\n");
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if (a == std::string::npos) return {};
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size_t b = s.find_last_not_of(" \t\r\n");
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return s.substr(a, b - a + 1);
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}
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// ============================================================================
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// GpuShaderPreset
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// ============================================================================
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bool GpuShaderPreset::parseIni(const std::string& ini_path) {
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std::ifstream f(ini_path);
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if (!f) {
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SDL_Log("GpuShaderPreset: cannot open %s", ini_path.c_str());
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return false;
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}
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int num_passes = 0;
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std::string line;
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while (std::getline(f, line)) {
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// Strip comments
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auto comment = line.find(';');
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if (comment != std::string::npos) line = line.substr(0, comment);
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line = trim(line);
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if (line.empty()) continue;
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auto eq = line.find('=');
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if (eq == std::string::npos) continue;
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std::string key = trim(line.substr(0, eq));
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std::string value = trim(line.substr(eq + 1));
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if (key.empty() || value.empty()) continue;
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if (key == "name") {
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name_ = value;
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} else if (key == "passes") {
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num_passes = std::stoi(value);
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} else {
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// Try to parse as float parameter
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try {
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params_[key] = std::stof(value);
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} catch (...) {
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// Non-float values stored separately (pass0_vert etc.)
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}
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}
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}
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if (num_passes <= 0) {
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SDL_Log("GpuShaderPreset: no passes defined in %s", ini_path.c_str());
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return false;
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}
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// Second pass: read per-pass file names
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f.clear();
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f.seekg(0, std::ios::beg);
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descs_.resize(num_passes);
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while (std::getline(f, line)) {
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auto comment = line.find(';');
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if (comment != std::string::npos) line = line.substr(0, comment);
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line = trim(line);
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if (line.empty()) continue;
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auto eq = line.find('=');
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if (eq == std::string::npos) continue;
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std::string key = trim(line.substr(0, eq));
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std::string value = trim(line.substr(eq + 1));
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for (int i = 0; i < num_passes; ++i) {
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std::string vi = "pass" + std::to_string(i) + "_vert";
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std::string fi = "pass" + std::to_string(i) + "_frag";
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if (key == vi) descs_[i].vert_name = value;
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if (key == fi) descs_[i].frag_name = value;
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}
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}
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// Validate
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for (int i = 0; i < num_passes; ++i) {
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if (descs_[i].vert_name.empty() || descs_[i].frag_name.empty()) {
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SDL_Log("GpuShaderPreset: pass %d missing vert or frag in %s", i, ini_path.c_str());
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return false;
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}
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}
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return true;
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}
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SDL_GPUGraphicsPipeline* GpuShaderPreset::buildPassPipeline(SDL_GPUDevice* device,
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const std::string& vert_spv_path,
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const std::string& frag_spv_path,
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SDL_GPUTextureFormat target_fmt) {
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#ifdef __APPLE__
|
||||
constexpr SDL_GPUShaderFormat kFmt = SDL_GPU_SHADERFORMAT_MSL;
|
||||
constexpr const char* kEntry = "main0";
|
||||
#else
|
||||
constexpr SDL_GPUShaderFormat kFmt = SDL_GPU_SHADERFORMAT_SPIRV;
|
||||
constexpr const char* kEntry = "main";
|
||||
#endif
|
||||
|
||||
auto vert_spv = readFile(vert_spv_path);
|
||||
auto frag_spv = readFile(frag_spv_path);
|
||||
if (vert_spv.empty()) {
|
||||
SDL_Log("GpuShaderPreset: cannot read %s", vert_spv_path.c_str());
|
||||
return nullptr;
|
||||
}
|
||||
if (frag_spv.empty()) {
|
||||
SDL_Log("GpuShaderPreset: cannot read %s", frag_spv_path.c_str());
|
||||
return nullptr;
|
||||
}
|
||||
#ifdef __APPLE__
|
||||
vert_spv.push_back(0);
|
||||
frag_spv.push_back(0);
|
||||
#endif
|
||||
|
||||
SDL_GPUShaderCreateInfo vert_info = {};
|
||||
vert_info.code = vert_spv.data();
|
||||
vert_info.code_size = vert_spv.size();
|
||||
vert_info.entrypoint = kEntry;
|
||||
vert_info.format = kFmt;
|
||||
vert_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
|
||||
vert_info.num_samplers = 0;
|
||||
vert_info.num_uniform_buffers = 0;
|
||||
|
||||
SDL_GPUShaderCreateInfo frag_info = {};
|
||||
frag_info.code = frag_spv.data();
|
||||
frag_info.code_size = frag_spv.size();
|
||||
frag_info.entrypoint = kEntry;
|
||||
frag_info.format = kFmt;
|
||||
frag_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
|
||||
frag_info.num_samplers = 1;
|
||||
frag_info.num_uniform_buffers = 1;
|
||||
|
||||
SDL_GPUShader* vert_shader = SDL_CreateGPUShader(device, &vert_info);
|
||||
SDL_GPUShader* frag_shader = SDL_CreateGPUShader(device, &frag_info);
|
||||
|
||||
if (!vert_shader || !frag_shader) {
|
||||
SDL_Log("GpuShaderPreset: shader creation failed for %s / %s: %s",
|
||||
vert_spv_path.c_str(), frag_spv_path.c_str(), SDL_GetError());
|
||||
if (vert_shader) SDL_ReleaseGPUShader(device, vert_shader);
|
||||
if (frag_shader) SDL_ReleaseGPUShader(device, frag_shader);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Full-screen triangle: no vertex input, no blend
|
||||
SDL_GPUColorTargetBlendState no_blend = {};
|
||||
no_blend.enable_blend = false;
|
||||
no_blend.enable_color_write_mask = false;
|
||||
|
||||
SDL_GPUColorTargetDescription ct_desc = {};
|
||||
ct_desc.format = target_fmt;
|
||||
ct_desc.blend_state = no_blend;
|
||||
|
||||
SDL_GPUVertexInputState no_input = {};
|
||||
|
||||
SDL_GPUGraphicsPipelineCreateInfo pipe_info = {};
|
||||
pipe_info.vertex_shader = vert_shader;
|
||||
pipe_info.fragment_shader = frag_shader;
|
||||
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 = &ct_desc;
|
||||
|
||||
SDL_GPUGraphicsPipeline* pipeline = SDL_CreateGPUGraphicsPipeline(device, &pipe_info);
|
||||
|
||||
SDL_ReleaseGPUShader(device, vert_shader);
|
||||
SDL_ReleaseGPUShader(device, frag_shader);
|
||||
|
||||
if (!pipeline)
|
||||
SDL_Log("GpuShaderPreset: pipeline creation failed: %s", SDL_GetError());
|
||||
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
bool GpuShaderPreset::load(SDL_GPUDevice* device,
|
||||
const std::string& dir,
|
||||
SDL_GPUTextureFormat swapchain_fmt,
|
||||
int w, int h) {
|
||||
dir_ = dir;
|
||||
swapchain_fmt_ = swapchain_fmt;
|
||||
|
||||
// Parse ini
|
||||
if (!parseIni(dir + "/preset.ini"))
|
||||
return false;
|
||||
|
||||
int n = static_cast<int>(descs_.size());
|
||||
passes_.resize(n);
|
||||
|
||||
// Intermediate render target format (signed float to handle NTSC signal range)
|
||||
SDL_GPUTextureFormat inter_fmt = SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT;
|
||||
|
||||
for (int i = 0; i < n; ++i) {
|
||||
bool is_last = (i == n - 1);
|
||||
SDL_GPUTextureFormat target_fmt = is_last ? swapchain_fmt : inter_fmt;
|
||||
|
||||
#ifdef __APPLE__
|
||||
const char* ext = ".spv.msl";
|
||||
#else
|
||||
const char* ext = ".spv";
|
||||
#endif
|
||||
std::string vert_spv = dir + "/" + descs_[i].vert_name + ext;
|
||||
std::string frag_spv = dir + "/" + descs_[i].frag_name + ext;
|
||||
|
||||
passes_[i].pipeline = buildPassPipeline(device, vert_spv, frag_spv, target_fmt);
|
||||
if (!passes_[i].pipeline) {
|
||||
SDL_Log("GpuShaderPreset: failed to build pipeline for pass %d", i);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!is_last) {
|
||||
// Create intermediate render target
|
||||
auto tex = std::make_unique<GpuTexture>();
|
||||
if (!tex->createRenderTarget(device, w, h, inter_fmt)) {
|
||||
SDL_Log("GpuShaderPreset: failed to create intermediate target for pass %d", i);
|
||||
return false;
|
||||
}
|
||||
passes_[i].target = tex.get();
|
||||
targets_.push_back(std::move(tex));
|
||||
}
|
||||
// Last pass: target = null (caller binds swapchain)
|
||||
}
|
||||
|
||||
SDL_Log("GpuShaderPreset: loaded '%s' (%d passes)", name_.c_str(), n);
|
||||
return true;
|
||||
}
|
||||
|
||||
void GpuShaderPreset::recreateTargets(SDL_GPUDevice* device, int w, int h) {
|
||||
SDL_GPUTextureFormat inter_fmt = SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT;
|
||||
for (auto& tex : targets_) {
|
||||
tex->destroy(device);
|
||||
tex->createRenderTarget(device, w, h, inter_fmt);
|
||||
}
|
||||
}
|
||||
|
||||
void GpuShaderPreset::destroy(SDL_GPUDevice* device) {
|
||||
for (auto& pass : passes_) {
|
||||
if (pass.pipeline) {
|
||||
SDL_ReleaseGPUGraphicsPipeline(device, pass.pipeline);
|
||||
pass.pipeline = nullptr;
|
||||
}
|
||||
}
|
||||
for (auto& tex : targets_) {
|
||||
if (tex) tex->destroy(device);
|
||||
}
|
||||
targets_.clear();
|
||||
passes_.clear();
|
||||
descs_.clear();
|
||||
params_.clear();
|
||||
}
|
||||
|
||||
float GpuShaderPreset::param(const std::string& key, float default_val) const {
|
||||
auto it = params_.find(key);
|
||||
return (it != params_.end()) ? it->second : default_val;
|
||||
}
|
||||
@@ -1,94 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL_gpu.h>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include "gpu_texture.hpp"
|
||||
|
||||
// ============================================================================
|
||||
// NTSCParams — uniform buffer for NTSC shader passes (set=3, binding=0)
|
||||
// Matches the layout in pass0_encode.frag and pass1_decode.frag.
|
||||
// Pushed via SDL_PushGPUFragmentUniformData(cmd, 0, &ntsc, sizeof(NTSCParams)).
|
||||
// ============================================================================
|
||||
struct NTSCParams {
|
||||
float source_width;
|
||||
float source_height;
|
||||
float a_value;
|
||||
float b_value;
|
||||
float cc_value;
|
||||
float scan_time;
|
||||
float notch_width;
|
||||
float y_freq;
|
||||
float i_freq;
|
||||
float q_freq;
|
||||
float _pad[2];
|
||||
};
|
||||
static_assert(sizeof(NTSCParams) == 48, "NTSCParams must be 48 bytes");
|
||||
|
||||
// ============================================================================
|
||||
// ShaderPass — one render pass in a multi-pass shader preset
|
||||
// ============================================================================
|
||||
struct ShaderPass {
|
||||
SDL_GPUGraphicsPipeline* pipeline = nullptr;
|
||||
GpuTexture* target = nullptr; // null = swapchain (last pass)
|
||||
};
|
||||
|
||||
// ============================================================================
|
||||
// GpuShaderPreset — loads and owns a multi-pass shader preset from disk.
|
||||
//
|
||||
// Directory layout:
|
||||
// <dir>/preset.ini — descriptor
|
||||
// <dir>/pass0_xxx.vert — GLSL 4.50 vertex shader source
|
||||
// <dir>/pass0_xxx.frag — GLSL 4.50 fragment shader source
|
||||
// <dir>/pass0_xxx.vert.spv — compiled SPIRV (by CMake/glslc at build time)
|
||||
// <dir>/pass0_xxx.frag.spv — compiled SPIRV
|
||||
// ...
|
||||
// ============================================================================
|
||||
class GpuShaderPreset {
|
||||
public:
|
||||
// Load preset from directory. swapchain_fmt is the target format for the
|
||||
// last pass; intermediate passes use R16G16B16A16_FLOAT.
|
||||
bool load(SDL_GPUDevice* device,
|
||||
const std::string& dir,
|
||||
SDL_GPUTextureFormat swapchain_fmt,
|
||||
int w, int h);
|
||||
|
||||
void destroy(SDL_GPUDevice* device);
|
||||
|
||||
// Recreate intermediate render targets on resolution change.
|
||||
void recreateTargets(SDL_GPUDevice* device, int w, int h);
|
||||
|
||||
int passCount() const { return static_cast<int>(passes_.size()); }
|
||||
ShaderPass& pass(int i) { return passes_[i]; }
|
||||
|
||||
const std::string& name() const { return name_; }
|
||||
|
||||
// Read a float parameter parsed from preset.ini (returns default_val if absent).
|
||||
float param(const std::string& key, float default_val) const;
|
||||
|
||||
private:
|
||||
std::vector<ShaderPass> passes_;
|
||||
std::vector<std::unique_ptr<GpuTexture>> targets_; // intermediate render targets
|
||||
std::string name_;
|
||||
std::string dir_;
|
||||
std::unordered_map<std::string, float> params_;
|
||||
SDL_GPUTextureFormat swapchain_fmt_ = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
|
||||
|
||||
// Entries read from preset.ini for each pass
|
||||
struct PassDesc {
|
||||
std::string vert_name; // e.g. "pass0_encode.vert"
|
||||
std::string frag_name; // e.g. "pass0_encode.frag"
|
||||
};
|
||||
std::vector<PassDesc> descs_;
|
||||
|
||||
bool parseIni(const std::string& ini_path);
|
||||
|
||||
// Build a full-screen-triangle pipeline from two on-disk SPV files.
|
||||
SDL_GPUGraphicsPipeline* buildPassPipeline(SDL_GPUDevice* device,
|
||||
const std::string& vert_spv_path,
|
||||
const std::string& frag_spv_path,
|
||||
SDL_GPUTextureFormat target_fmt);
|
||||
};
|
||||
@@ -1,68 +0,0 @@
|
||||
#include "shader_manager.hpp"
|
||||
|
||||
#include <SDL3/SDL_log.h>
|
||||
#include <filesystem>
|
||||
#include <algorithm>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
void ShaderManager::scan(const std::string& root_dir) {
|
||||
root_dir_ = root_dir;
|
||||
names_.clear();
|
||||
dirs_.clear();
|
||||
|
||||
std::error_code ec;
|
||||
for (const auto& entry : fs::directory_iterator(root_dir, ec)) {
|
||||
if (!entry.is_directory()) continue;
|
||||
fs::path ini = entry.path() / "preset.ini";
|
||||
if (!fs::exists(ini)) continue;
|
||||
|
||||
std::string preset_name = entry.path().filename().string();
|
||||
names_.push_back(preset_name);
|
||||
dirs_[preset_name] = entry.path().string();
|
||||
}
|
||||
|
||||
if (ec) {
|
||||
SDL_Log("ShaderManager: scan error on %s: %s", root_dir.c_str(), ec.message().c_str());
|
||||
}
|
||||
|
||||
std::sort(names_.begin(), names_.end());
|
||||
SDL_Log("ShaderManager: found %d preset(s) in %s", (int)names_.size(), root_dir.c_str());
|
||||
}
|
||||
|
||||
GpuShaderPreset* ShaderManager::load(SDL_GPUDevice* device,
|
||||
const std::string& name,
|
||||
SDL_GPUTextureFormat swapchain_fmt,
|
||||
int w, int h) {
|
||||
auto it = loaded_.find(name);
|
||||
if (it != loaded_.end()) return it->second.get();
|
||||
|
||||
auto dir_it = dirs_.find(name);
|
||||
if (dir_it == dirs_.end()) {
|
||||
SDL_Log("ShaderManager: preset '%s' not found", name.c_str());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto preset = std::make_unique<GpuShaderPreset>();
|
||||
if (!preset->load(device, dir_it->second, swapchain_fmt, w, h)) {
|
||||
SDL_Log("ShaderManager: failed to load preset '%s'", name.c_str());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
GpuShaderPreset* raw = preset.get();
|
||||
loaded_[name] = std::move(preset);
|
||||
return raw;
|
||||
}
|
||||
|
||||
void ShaderManager::onResize(SDL_GPUDevice* device, SDL_GPUTextureFormat /*swapchain_fmt*/, int w, int h) {
|
||||
for (auto& [name, preset] : loaded_) {
|
||||
preset->recreateTargets(device, w, h);
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderManager::destroyAll(SDL_GPUDevice* device) {
|
||||
for (auto& [name, preset] : loaded_) {
|
||||
preset->destroy(device);
|
||||
}
|
||||
loaded_.clear();
|
||||
}
|
||||
@@ -1,41 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL_gpu.h>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "gpu_shader_preset.hpp"
|
||||
|
||||
// ============================================================================
|
||||
// ShaderManager — discovers and manages runtime shader presets under
|
||||
// a root directory (e.g., data/shaders/).
|
||||
//
|
||||
// Each subdirectory with a preset.ini is treated as a shader preset.
|
||||
// ============================================================================
|
||||
class ShaderManager {
|
||||
public:
|
||||
// Scan root_dir for preset subdirectories (each must contain preset.ini).
|
||||
void scan(const std::string& root_dir);
|
||||
|
||||
// Available preset names (e.g. {"ntsc-md-rainbows"}).
|
||||
const std::vector<std::string>& names() const { return names_; }
|
||||
|
||||
// Load and return a preset (cached). Returns null on failure.
|
||||
GpuShaderPreset* load(SDL_GPUDevice* device,
|
||||
const std::string& name,
|
||||
SDL_GPUTextureFormat swapchain_fmt,
|
||||
int w, int h);
|
||||
|
||||
// Recreate intermediate render targets on resolution change.
|
||||
void onResize(SDL_GPUDevice* device, SDL_GPUTextureFormat swapchain_fmt, int w, int h);
|
||||
|
||||
void destroyAll(SDL_GPUDevice* device);
|
||||
|
||||
private:
|
||||
std::string root_dir_;
|
||||
std::vector<std::string> names_;
|
||||
std::map<std::string, std::string> dirs_;
|
||||
std::map<std::string, std::unique_ptr<GpuShaderPreset>> loaded_;
|
||||
};
|
||||
@@ -24,7 +24,6 @@ void printHelp() {
|
||||
std::cout << " --postfx [efecto] Arrancar con PostFX activo (default: complet): vinyeta, scanlines, cromatica, complet\n";
|
||||
std::cout << " --vignette <float> Sobreescribir vignette_strength (activa PostFX si no hay --postfx)\n";
|
||||
std::cout << " --chroma <float> Sobreescribir chroma_strength (activa PostFX si no hay --postfx)\n";
|
||||
std::cout << " --shader <nombre> Arrancar con shader externo (ej: ntsc-md-rainbows)\n";
|
||||
std::cout << " --help Mostrar esta ayuda\n\n";
|
||||
std::cout << "Ejemplos:\n";
|
||||
std::cout << " vibe3_physics # 320x240 zoom 3 (ventana 960x720)\n";
|
||||
@@ -52,7 +51,6 @@ int main(int argc, char* argv[]) {
|
||||
int initial_postfx = -1;
|
||||
float override_vignette = -1.f;
|
||||
float override_chroma = -1.f;
|
||||
std::string initial_shader;
|
||||
AppMode initial_mode = AppMode::SANDBOX; // Modo inicial (default: SANDBOX)
|
||||
|
||||
// Parsear argumentos
|
||||
@@ -177,13 +175,6 @@ int main(int argc, char* argv[]) {
|
||||
std::cerr << "Error: --max-balls requiere un valor\n";
|
||||
return -1;
|
||||
}
|
||||
} else if (strcmp(argv[i], "--shader") == 0) {
|
||||
if (i + 1 < argc) {
|
||||
initial_shader = argv[++i];
|
||||
} else {
|
||||
std::cerr << "Error: --shader requiere un nombre de preset\n";
|
||||
return -1;
|
||||
}
|
||||
} else {
|
||||
std::cerr << "Error: Opción desconocida '" << argv[i] << "'\n";
|
||||
printHelp();
|
||||
@@ -215,9 +206,6 @@ int main(int argc, char* argv[]) {
|
||||
engine.setPostFXParamOverrides(override_vignette, override_chroma);
|
||||
}
|
||||
|
||||
if (!initial_shader.empty())
|
||||
engine.setInitialShader(initial_shader);
|
||||
|
||||
if (!engine.initialize(width, height, zoom, fullscreen, initial_mode)) {
|
||||
std::cout << "¡Error al inicializar el engine!" << std::endl;
|
||||
return -1;
|
||||
|
||||
@@ -336,9 +336,7 @@ void UIManager::renderDebugHUD(const Engine* engine,
|
||||
lines.push_back(refresh_text);
|
||||
lines.push_back(theme_text);
|
||||
std::string postfx_text;
|
||||
if (engine->isExternalShaderActive()) {
|
||||
postfx_text = "Shader: " + engine->getActiveShaderName();
|
||||
} else if (!engine->isPostFXEnabled()) {
|
||||
if (!engine->isPostFXEnabled()) {
|
||||
postfx_text = "PostFX: OFF";
|
||||
} else {
|
||||
static constexpr const char* preset_names[4] = {
|
||||
|
||||
Reference in New Issue
Block a user