Files
vibe3_physics/source/gpu/gpu_pipeline.cpp
Sergio Valor 1d2e9c5035 feat: F7/F8 redimensionan campo lógico, F1/F2 muestran notificación de zoom
- F7/F8: nuevo setFieldScale() cambia resolución lógica en pasos del 10%
  (mín 50%, máx limitado por pantalla), reinicia escena como F4
- F1/F2: muestran notificación "Zoom X%" al cambiar escala de ventana
- Ventana física = lógico × zoom en todo momento; resizeWindowCentered()
  unifica el cálculo de posición leyendo el tamaño real con SDL_GetWindowSize
- PostFXUniforms::time renombrado a screen_height; scanlines usan la altura
  lógica actual en lugar del 720 hardcodeado — F1/F2 escalan las scanlines
  visualmente, F7/F8 las mantienen a 1 franja por píxel lógico
- Eliminados logs de debug de calculateMaxWindowScale y setWindowScale

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 22:35:40 +01:00

496 lines
21 KiB
C++

#include "gpu_pipeline.hpp"
#include "gpu_sprite_batch.hpp" // for GpuVertex layout
#include "gpu_ball_buffer.hpp" // for BallGPUData layout
#include <SDL3/SDL_log.h>
#include <cstddef> // offsetof
#include <cstring> // strlen
#ifndef __APPLE__
// Generated at build time by CMake + glslc (see cmake/spv_to_header.cmake)
#include "sprite_vert_spv.h"
#include "sprite_frag_spv.h"
#include "postfx_vert_spv.h"
#include "postfx_frag_spv.h"
#include "ball_vert_spv.h"
#endif
#ifdef __APPLE__
// ============================================================================
// MSL Shaders (Metal Shading Language, macOS)
// ============================================================================
// ---------------------------------------------------------------------------
// Sprite vertex shader
// Input: GpuVertex (pos=NDC float2, uv float2, col float4)
// Output: position, uv, col forwarded to fragment stage
// ---------------------------------------------------------------------------
static const char* kSpriteVertMSL = R"(
#include <metal_stdlib>
using namespace metal;
struct SpriteVIn {
float2 pos [[attribute(0)]];
float2 uv [[attribute(1)]];
float4 col [[attribute(2)]];
};
struct SpriteVOut {
float4 pos [[position]];
float2 uv;
float4 col;
};
vertex SpriteVOut sprite_vs(SpriteVIn in [[stage_in]]) {
SpriteVOut out;
out.pos = float4(in.pos, 0.0, 1.0);
out.uv = in.uv;
out.col = in.col;
return out;
}
)";
// ---------------------------------------------------------------------------
// Sprite fragment shader
// Samples a texture and multiplies by vertex color (for tinting + alpha).
// ---------------------------------------------------------------------------
static const char* kSpriteFragMSL = R"(
#include <metal_stdlib>
using namespace metal;
struct SpriteVOut {
float4 pos [[position]];
float2 uv;
float4 col;
};
fragment float4 sprite_fs(SpriteVOut in [[stage_in]],
texture2d<float> tex [[texture(0)]],
sampler samp [[sampler(0)]]) {
float4 t = tex.sample(samp, in.uv);
return float4(t.rgb * in.col.rgb, t.a * in.col.a);
}
)";
// ---------------------------------------------------------------------------
// PostFX vertex shader
// Generates a full-screen triangle from vertex_id (no vertex buffer needed).
// UV mapping: NDC(-1,-1)→UV(0,1) NDC(-1,3)→UV(0,-1) NDC(3,-1)→UV(2,1)
// ---------------------------------------------------------------------------
static const char* kPostFXVertMSL = R"(
#include <metal_stdlib>
using namespace metal;
struct PostVOut {
float4 pos [[position]];
float2 uv;
};
vertex PostVOut postfx_vs(uint vid [[vertex_id]]) {
const float2 positions[3] = { {-1.0, -1.0}, {3.0, -1.0}, {-1.0, 3.0} };
const float2 uvs[3] = { { 0.0, 1.0}, {2.0, 1.0}, { 0.0,-1.0} };
PostVOut out;
out.pos = float4(positions[vid], 0.0, 1.0);
out.uv = uvs[vid];
return out;
}
)";
// ---------------------------------------------------------------------------
// PostFX fragment shader
// Effects driven by PostFXUniforms (uniform buffer slot 0):
// - Chromatic aberration: RGB channel UV offset
// - Scanlines: sin-wave intensity modulation
// - Vignette: radial edge darkening
// MSL binding for fragment uniform buffer 0 with 1 sampler, 0 storage:
// constant PostFXUniforms& u [[buffer(0)]]
// ---------------------------------------------------------------------------
static const char* kPostFXFragMSL = R"(
#include <metal_stdlib>
using namespace metal;
struct PostVOut {
float4 pos [[position]];
float2 uv;
};
struct PostFXUniforms {
float vignette_strength;
float chroma_strength;
float scanline_strength;
float screen_height;
};
fragment float4 postfx_fs(PostVOut in [[stage_in]],
texture2d<float> scene [[texture(0)]],
sampler samp [[sampler(0)]],
constant PostFXUniforms& u [[buffer(0)]]) {
// Chromatic aberration: offset R and B channels horizontally
float ca = u.chroma_strength * 0.005;
float4 color;
color.r = scene.sample(samp, in.uv + float2( ca, 0.0)).r;
color.g = scene.sample(samp, in.uv ).g;
color.b = scene.sample(samp, in.uv - float2( ca, 0.0)).b;
color.a = scene.sample(samp, in.uv ).a;
// Scanlines: horizontal sine-wave at ~360 lines (one dark band per 2 px at 720p)
float scan = 0.85 + 0.15 * sin(in.uv.y * 3.14159265 * u.screen_height);
color.rgb *= mix(1.0, scan, u.scanline_strength);
// Vignette: radial edge darkening
float2 d = in.uv - float2(0.5, 0.5);
float vignette = 1.0 - dot(d, d) * u.vignette_strength;
color.rgb *= clamp(vignette, 0.0, 1.0);
return color;
}
)";
// ---------------------------------------------------------------------------
// Ball instanced vertex shader
// Reads BallGPUData as per-instance attributes (input_rate = INSTANCE).
// Generates a 6-vertex quad (2 triangles) per instance using vertex_id.
//
// BallGPUData layout:
// float2 center [[attribute(0)]] — NDC center (cx, cy)
// float2 half [[attribute(1)]] — NDC half-size (hw, hh), both positive
// float4 col [[attribute(2)]] — RGBA [0,1]
//
// NDC convention (SDL / Metal): Y increases upward (+1=top, -1=bottom).
// half.x = w/screen_w, half.y = h/screen_h (positive; Y is not flipped)
// Vertex order: TL TR BL | TR BR BL (CCW winding, standard Metal)
// ---------------------------------------------------------------------------
static const char* kBallInstancedVertMSL = R"(
#include <metal_stdlib>
using namespace metal;
struct BallInstance {
float2 center [[attribute(0)]]; // NDC center
float2 halfsize [[attribute(1)]]; // NDC half-size (both positive); 'half' is reserved in MSL
float4 col [[attribute(2)]];
};
struct BallVOut {
float4 pos [[position]];
float2 uv;
float4 col;
};
vertex BallVOut ball_instanced_vs(BallInstance inst [[stage_in]],
uint vid [[vertex_id]]) {
// Offset signs for each of the 6 vertices (TL TR BL | TR BR BL)
const float2 offsets[6] = {
{-1.0f, 1.0f}, // TL
{ 1.0f, 1.0f}, // TR
{-1.0f, -1.0f}, // BL
{ 1.0f, 1.0f}, // TR (shared)
{ 1.0f, -1.0f}, // BR
{-1.0f, -1.0f}, // BL (shared)
};
// UV: TL=(0,0) TR=(1,0) BL=(0,1) BR=(1,1)
const float2 uvs[6] = {
{0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 1.0f},
{1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f},
};
float2 pos = inst.center + offsets[vid] * inst.halfsize;
BallVOut out;
out.pos = float4(pos.x, pos.y, 0.0f, 1.0f);
out.uv = uvs[vid];
out.col = inst.col;
return out;
}
)";
#endif // __APPLE__
// ============================================================================
// GpuPipeline implementation
// ============================================================================
bool GpuPipeline::init(SDL_GPUDevice* device,
SDL_GPUTextureFormat target_format,
SDL_GPUTextureFormat offscreen_format) {
SDL_GPUShaderFormat supported = SDL_GetGPUShaderFormats(device);
#ifdef __APPLE__
if (!(supported & SDL_GPU_SHADERFORMAT_MSL)) {
SDL_Log("GpuPipeline: MSL not supported (format mask=%u)", supported);
return false;
}
#else
if (!(supported & SDL_GPU_SHADERFORMAT_SPIRV)) {
SDL_Log("GpuPipeline: SPIRV not supported (format mask=%u)", supported);
return false;
}
#endif
// ----------------------------------------------------------------
// Sprite pipeline
// ----------------------------------------------------------------
#ifdef __APPLE__
SDL_GPUShader* sprite_vert = createShader(device, kSpriteVertMSL, "sprite_vs",
SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* sprite_frag = createShader(device, kSpriteFragMSL, "sprite_fs",
SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
#else
SDL_GPUShader* sprite_vert = createShaderSPIRV(device, ksprite_vert_spv, ksprite_vert_spv_size,
"main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* sprite_frag = createShaderSPIRV(device, ksprite_frag_spv, ksprite_frag_spv_size,
"main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
#endif
if (!sprite_vert || !sprite_frag) {
SDL_Log("GpuPipeline: failed to create sprite shaders");
if (sprite_vert) SDL_ReleaseGPUShader(device, sprite_vert);
if (sprite_frag) SDL_ReleaseGPUShader(device, sprite_frag);
return false;
}
// Vertex input: GpuVertex layout
SDL_GPUVertexBufferDescription vb_desc = {};
vb_desc.slot = 0;
vb_desc.pitch = sizeof(GpuVertex);
vb_desc.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
vb_desc.instance_step_rate = 0;
SDL_GPUVertexAttribute attrs[3] = {};
attrs[0].location = 0;
attrs[0].buffer_slot = 0;
attrs[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
attrs[0].offset = static_cast<Uint32>(offsetof(GpuVertex, x));
attrs[1].location = 1;
attrs[1].buffer_slot = 0;
attrs[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
attrs[1].offset = static_cast<Uint32>(offsetof(GpuVertex, u));
attrs[2].location = 2;
attrs[2].buffer_slot = 0;
attrs[2].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4;
attrs[2].offset = static_cast<Uint32>(offsetof(GpuVertex, r));
SDL_GPUVertexInputState vertex_input = {};
vertex_input.vertex_buffer_descriptions = &vb_desc;
vertex_input.num_vertex_buffers = 1;
vertex_input.vertex_attributes = attrs;
vertex_input.num_vertex_attributes = 3;
// Alpha blend state (SRC_ALPHA, ONE_MINUS_SRC_ALPHA)
SDL_GPUColorTargetBlendState blend = {};
blend.enable_blend = true;
blend.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA;
blend.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
blend.color_blend_op = SDL_GPU_BLENDOP_ADD;
blend.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
blend.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
blend.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
blend.enable_color_write_mask = false; // write all channels
SDL_GPUColorTargetDescription color_target_desc = {};
color_target_desc.format = offscreen_format;
color_target_desc.blend_state = blend;
SDL_GPUGraphicsPipelineCreateInfo sprite_pipe_info = {};
sprite_pipe_info.vertex_shader = sprite_vert;
sprite_pipe_info.fragment_shader = sprite_frag;
sprite_pipe_info.vertex_input_state = vertex_input;
sprite_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
sprite_pipe_info.target_info.num_color_targets = 1;
sprite_pipe_info.target_info.color_target_descriptions = &color_target_desc;
sprite_pipeline_ = SDL_CreateGPUGraphicsPipeline(device, &sprite_pipe_info);
SDL_ReleaseGPUShader(device, sprite_vert);
SDL_ReleaseGPUShader(device, sprite_frag);
if (!sprite_pipeline_) {
SDL_Log("GpuPipeline: sprite pipeline creation failed: %s", SDL_GetError());
return false;
}
// ----------------------------------------------------------------
// Ball instanced pipeline
// Vertex: ball_instanced_vs (BallGPUData per-instance, no index buffer)
// Fragment: sprite_fs (same texture+color blend as sprite pipeline)
// Targets: offscreen (same as sprite pipeline)
// ----------------------------------------------------------------
#ifdef __APPLE__
SDL_GPUShader* ball_vert = createShader(device, kBallInstancedVertMSL, "ball_instanced_vs",
SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* ball_frag = createShader(device, kSpriteFragMSL, "sprite_fs",
SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
#else
SDL_GPUShader* ball_vert = createShaderSPIRV(device, kball_vert_spv, kball_vert_spv_size,
"main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* ball_frag = createShaderSPIRV(device, ksprite_frag_spv, ksprite_frag_spv_size,
"main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
#endif
if (!ball_vert || !ball_frag) {
SDL_Log("GpuPipeline: failed to create ball instanced shaders");
if (ball_vert) SDL_ReleaseGPUShader(device, ball_vert);
if (ball_frag) SDL_ReleaseGPUShader(device, ball_frag);
return false;
}
// Vertex input: BallGPUData as per-instance data (step rate = 1 instance)
SDL_GPUVertexBufferDescription ball_vb_desc = {};
ball_vb_desc.slot = 0;
ball_vb_desc.pitch = sizeof(BallGPUData);
ball_vb_desc.input_rate = SDL_GPU_VERTEXINPUTRATE_INSTANCE;
ball_vb_desc.instance_step_rate = 1;
SDL_GPUVertexAttribute ball_attrs[3] = {};
// attr 0: center (float2) at offset 0
ball_attrs[0].location = 0;
ball_attrs[0].buffer_slot = 0;
ball_attrs[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
ball_attrs[0].offset = static_cast<Uint32>(offsetof(BallGPUData, cx));
// attr 1: half-size (float2) at offset 8
ball_attrs[1].location = 1;
ball_attrs[1].buffer_slot = 0;
ball_attrs[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
ball_attrs[1].offset = static_cast<Uint32>(offsetof(BallGPUData, hw));
// attr 2: color (float4) at offset 16
ball_attrs[2].location = 2;
ball_attrs[2].buffer_slot = 0;
ball_attrs[2].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4;
ball_attrs[2].offset = static_cast<Uint32>(offsetof(BallGPUData, r));
SDL_GPUVertexInputState ball_vertex_input = {};
ball_vertex_input.vertex_buffer_descriptions = &ball_vb_desc;
ball_vertex_input.num_vertex_buffers = 1;
ball_vertex_input.vertex_attributes = ball_attrs;
ball_vertex_input.num_vertex_attributes = 3;
SDL_GPUGraphicsPipelineCreateInfo ball_pipe_info = {};
ball_pipe_info.vertex_shader = ball_vert;
ball_pipe_info.fragment_shader = ball_frag;
ball_pipe_info.vertex_input_state = ball_vertex_input;
ball_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
ball_pipe_info.target_info.num_color_targets = 1;
ball_pipe_info.target_info.color_target_descriptions = &color_target_desc;
ball_pipeline_ = SDL_CreateGPUGraphicsPipeline(device, &ball_pipe_info);
SDL_ReleaseGPUShader(device, ball_vert);
SDL_ReleaseGPUShader(device, ball_frag);
if (!ball_pipeline_) {
SDL_Log("GpuPipeline: ball instanced pipeline creation failed: %s", SDL_GetError());
return false;
}
// ----------------------------------------------------------------
// UI overlay pipeline (same as sprite but renders to swapchain format)
// Reuse sprite shaders with different target format.
// We create a second version of the sprite pipeline for swapchain.
// ----------------------------------------------------------------
// (postfx pipeline targets swapchain; UI overlay also targets swapchain
// but needs its own pipeline with swapchain format.)
// For simplicity, the sprite pipeline is used for the offscreen pass only.
// The UI overlay is composited via a separate postfx-like pass below.
// ----------------------------------------------------------------
// PostFX pipeline
// ----------------------------------------------------------------
#ifdef __APPLE__
SDL_GPUShader* postfx_vert = createShader(device, kPostFXVertMSL, "postfx_vs",
SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* postfx_frag = createShader(device, kPostFXFragMSL, "postfx_fs",
SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#else
SDL_GPUShader* postfx_vert = createShaderSPIRV(device, kpostfx_vert_spv, kpostfx_vert_spv_size,
"main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* postfx_frag = createShaderSPIRV(device, kpostfx_frag_spv, kpostfx_frag_spv_size,
"main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#endif
if (!postfx_vert || !postfx_frag) {
SDL_Log("GpuPipeline: failed to create postfx shaders");
if (postfx_vert) SDL_ReleaseGPUShader(device, postfx_vert);
if (postfx_frag) SDL_ReleaseGPUShader(device, postfx_frag);
return false;
}
// PostFX: no vertex input (uses vertex_id), no blend (replace output)
SDL_GPUColorTargetBlendState no_blend = {};
no_blend.enable_blend = false;
no_blend.enable_color_write_mask = false;
SDL_GPUColorTargetDescription postfx_target_desc = {};
postfx_target_desc.format = target_format;
postfx_target_desc.blend_state = no_blend;
SDL_GPUVertexInputState no_input = {};
SDL_GPUGraphicsPipelineCreateInfo postfx_pipe_info = {};
postfx_pipe_info.vertex_shader = postfx_vert;
postfx_pipe_info.fragment_shader = postfx_frag;
postfx_pipe_info.vertex_input_state = no_input;
postfx_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
postfx_pipe_info.target_info.num_color_targets = 1;
postfx_pipe_info.target_info.color_target_descriptions = &postfx_target_desc;
postfx_pipeline_ = SDL_CreateGPUGraphicsPipeline(device, &postfx_pipe_info);
SDL_ReleaseGPUShader(device, postfx_vert);
SDL_ReleaseGPUShader(device, postfx_frag);
if (!postfx_pipeline_) {
SDL_Log("GpuPipeline: postfx pipeline creation failed: %s", SDL_GetError());
return false;
}
SDL_Log("GpuPipeline: all pipelines created successfully");
return true;
}
void GpuPipeline::destroy(SDL_GPUDevice* device) {
if (sprite_pipeline_) { SDL_ReleaseGPUGraphicsPipeline(device, sprite_pipeline_); sprite_pipeline_ = nullptr; }
if (ball_pipeline_) { SDL_ReleaseGPUGraphicsPipeline(device, ball_pipeline_); ball_pipeline_ = nullptr; }
if (postfx_pipeline_) { SDL_ReleaseGPUGraphicsPipeline(device, postfx_pipeline_); postfx_pipeline_ = nullptr; }
}
SDL_GPUShader* GpuPipeline::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,
Uint32 num_storage_buffers) {
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_storage_textures = 0;
info.num_storage_buffers = num_storage_buffers;
info.num_uniform_buffers = num_uniform_buffers;
SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
if (!shader)
SDL_Log("GpuPipeline: SPIRV shader '%s' failed: %s", entrypoint, SDL_GetError());
return shader;
}
SDL_GPUShader* GpuPipeline::createShader(SDL_GPUDevice* device,
const char* msl_source,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers,
Uint32 num_storage_buffers) {
SDL_GPUShaderCreateInfo info = {};
info.code = reinterpret_cast<const Uint8*>(msl_source);
info.code_size = static_cast<size_t>(strlen(msl_source) + 1);
info.entrypoint = entrypoint;
info.format = SDL_GPU_SHADERFORMAT_MSL;
info.stage = stage;
info.num_samplers = num_samplers;
info.num_storage_textures = 0;
info.num_storage_buffers = num_storage_buffers;
info.num_uniform_buffers = num_uniform_buffers;
SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
if (!shader) {
SDL_Log("GpuPipeline: shader '%s' failed: %s", entrypoint, SDL_GetError());
}
return shader;
}