feat(shaders): sistema de shaders runtime amb presets externs

- Afegir GpuShaderPreset i ShaderManager per carregar shaders des de data/shaders/
- Implementar preset ntsc-md-rainbows (2 passos: encode + decode MAME NTSC)
- Render loop multi-pass per shaders externs (targets intermedis R16G16B16A16_FLOAT)
- cycleShader(): cicla OFF→PostFX natius→shaders externs amb tecla X
- --shader <nom> per arrancar directament amb un preset extern
- CMake auto-descubreix i compila data/shaders/**/*.vert/.frag → .spv
- HUD F1 mostra 'Shader: <nom>' quan hi ha shader extern actiu

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-20 13:37:22 +01:00
parent e3f29c864b
commit f272bab296
19 changed files with 1004 additions and 23 deletions

View File

@@ -0,0 +1,148 @@
#version 450
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
// Adapted from mame_ntsc_decode.slang for SDL3 GPU / Vulkan SPIRV
layout(location=0) in vec2 v_uv;
layout(location=0) out vec4 FragColor;
layout(set=2, binding=0) uniform sampler2D Source;
layout(set=3, binding=0) uniform 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 _pad0;
float _pad1;
} u;
const float PI = 3.1415927;
const float PI2 = PI * 2.0;
const vec3 RDot = vec3(1.0, 0.956, 0.621);
const vec3 GDot = vec3(1.0, -0.272, -0.647);
const vec3 BDot = vec3(1.0, -1.106, 1.703);
const vec4 NotchOffset = vec4(0.0, 1.0, 2.0, 3.0);
const int SampleCount = 64;
const int HalfSampleCount = 32;
void main() {
vec2 source_dims = vec2(u.source_width, u.source_height);
vec4 BaseTexel = texture(Source, v_uv);
float CCValue = u.cc_value;
float ScanTime = u.scan_time;
float NotchHalfWidth = u.notch_width / 2.0;
float YFreqResponse = u.y_freq;
float IFreqResponse = u.i_freq;
float QFreqResponse = u.q_freq;
float AValue = u.a_value;
float BValue = u.b_value;
float TimePerSample = ScanTime / (source_dims.x * 4.0);
float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample;
float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample;
float Fc_y3 = YFreqResponse * TimePerSample;
float Fc_i = IFreqResponse * TimePerSample;
float Fc_q = QFreqResponse * TimePerSample;
float Fc_i_2 = Fc_i * 2.0;
float Fc_q_2 = Fc_q * 2.0;
float Fc_y1_2 = Fc_y1 * 2.0;
float Fc_y2_2 = Fc_y2 * 2.0;
float Fc_y3_2 = Fc_y3 * 2.0;
float Fc_i_pi2 = Fc_i * PI2;
float Fc_q_pi2 = Fc_q * PI2;
float Fc_y1_pi2 = Fc_y1 * PI2;
float Fc_y2_pi2 = Fc_y2 * PI2;
float Fc_y3_pi2 = Fc_y3 * PI2;
float PI2Length = PI2 / float(SampleCount);
float W = PI2 * CCValue * ScanTime;
float WoPI = W / PI;
float HOffset = BValue / WoPI;
float VScale = AValue * source_dims.y / WoPI;
vec4 YAccum = vec4(0.0);
vec4 IAccum = vec4(0.0);
vec4 QAccum = vec4(0.0);
vec4 Cy = vec4(v_uv.y);
vec4 VPosition = Cy;
for (float i = 0.0; i < float(SampleCount); i += 4.0) {
float n = i - float(HalfSampleCount);
vec4 n4 = n + NotchOffset;
vec4 Cx = vec4(v_uv.x) + (n4 * 0.25) / source_dims.x;
vec4 HPosition = Cx;
vec4 C = texture(Source, vec2(Cx.r, Cy.r));
vec4 T = HPosition + vec4(HOffset) + VPosition * vec4(VScale);
vec4 WT = W * T;
vec4 SincKernel = 0.54 + 0.46 * cos(PI2Length * n4);
vec4 SincYIn1 = Fc_y1_pi2 * n4;
vec4 SincYIn2 = Fc_y2_pi2 * n4;
vec4 SincYIn3 = Fc_y3_pi2 * n4;
vec4 SincIIn = Fc_i_pi2 * n4;
vec4 SincQIn = Fc_q_pi2 * n4;
vec4 SincY1, SincY2, SincY3;
SincY1.x = (SincYIn1.x != 0.0) ? sin(SincYIn1.x) / SincYIn1.x : 1.0;
SincY1.y = (SincYIn1.y != 0.0) ? sin(SincYIn1.y) / SincYIn1.y : 1.0;
SincY1.z = (SincYIn1.z != 0.0) ? sin(SincYIn1.z) / SincYIn1.z : 1.0;
SincY1.w = (SincYIn1.w != 0.0) ? sin(SincYIn1.w) / SincYIn1.w : 1.0;
SincY2.x = (SincYIn2.x != 0.0) ? sin(SincYIn2.x) / SincYIn2.x : 1.0;
SincY2.y = (SincYIn2.y != 0.0) ? sin(SincYIn2.y) / SincYIn2.y : 1.0;
SincY2.z = (SincYIn2.z != 0.0) ? sin(SincYIn2.z) / SincYIn2.z : 1.0;
SincY2.w = (SincYIn2.w != 0.0) ? sin(SincYIn2.w) / SincYIn2.w : 1.0;
SincY3.x = (SincYIn3.x != 0.0) ? sin(SincYIn3.x) / SincYIn3.x : 1.0;
SincY3.y = (SincYIn3.y != 0.0) ? sin(SincYIn3.y) / SincYIn3.y : 1.0;
SincY3.z = (SincYIn3.z != 0.0) ? sin(SincYIn3.z) / SincYIn3.z : 1.0;
SincY3.w = (SincYIn3.w != 0.0) ? sin(SincYIn3.w) / SincYIn3.w : 1.0;
vec4 IdealY = Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2 + Fc_y3_2 * SincY3;
vec4 IdealI, IdealQ;
IdealI.x = Fc_i_2 * ((SincIIn.x != 0.0) ? sin(SincIIn.x) / SincIIn.x : 1.0);
IdealI.y = Fc_i_2 * ((SincIIn.y != 0.0) ? sin(SincIIn.y) / SincIIn.y : 1.0);
IdealI.z = Fc_i_2 * ((SincIIn.z != 0.0) ? sin(SincIIn.z) / SincIIn.z : 1.0);
IdealI.w = Fc_i_2 * ((SincIIn.w != 0.0) ? sin(SincIIn.w) / SincIIn.w : 1.0);
IdealQ.x = Fc_q_2 * ((SincQIn.x != 0.0) ? sin(SincQIn.x) / SincQIn.x : 1.0);
IdealQ.y = Fc_q_2 * ((SincQIn.y != 0.0) ? sin(SincQIn.y) / SincQIn.y : 1.0);
IdealQ.z = Fc_q_2 * ((SincQIn.z != 0.0) ? sin(SincQIn.z) / SincQIn.z : 1.0);
IdealQ.w = Fc_q_2 * ((SincQIn.w != 0.0) ? sin(SincQIn.w) / SincQIn.w : 1.0);
vec4 FilterY = SincKernel * IdealY;
vec4 FilterI = SincKernel * IdealI;
vec4 FilterQ = SincKernel * IdealQ;
YAccum += C * FilterY;
IAccum += C * cos(WT) * FilterI;
QAccum += C * sin(WT) * FilterQ;
}
vec3 YIQ = vec3(
(YAccum.r + YAccum.g + YAccum.b + YAccum.a),
(IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0,
(QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0);
vec3 RGB = vec3(
dot(YIQ, RDot),
dot(YIQ, GDot),
dot(YIQ, BDot));
FragColor = vec4(RGB, BaseTexel.a);
}