- 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>
95 lines
3.6 KiB
C++
95 lines
3.6 KiB
C++
#pragma once
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#include <SDL3/SDL_gpu.h>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "gpu_texture.hpp"
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// ============================================================================
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// NTSCParams — uniform buffer for NTSC shader passes (set=3, binding=0)
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// Matches the layout in pass0_encode.frag and pass1_decode.frag.
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// Pushed via SDL_PushGPUFragmentUniformData(cmd, 0, &ntsc, sizeof(NTSCParams)).
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// ============================================================================
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struct NTSCParams {
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float source_width;
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float source_height;
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float a_value;
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float b_value;
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float cc_value;
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float scan_time;
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float notch_width;
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float y_freq;
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float i_freq;
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float q_freq;
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float _pad[2];
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};
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static_assert(sizeof(NTSCParams) == 48, "NTSCParams must be 48 bytes");
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// ============================================================================
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// ShaderPass — one render pass in a multi-pass shader preset
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// ============================================================================
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struct ShaderPass {
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SDL_GPUGraphicsPipeline* pipeline = nullptr;
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GpuTexture* target = nullptr; // null = swapchain (last pass)
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};
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// ============================================================================
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// GpuShaderPreset — loads and owns a multi-pass shader preset from disk.
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//
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// Directory layout:
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// <dir>/preset.ini — descriptor
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// <dir>/pass0_xxx.vert — GLSL 4.50 vertex shader source
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// <dir>/pass0_xxx.frag — GLSL 4.50 fragment shader source
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// <dir>/pass0_xxx.vert.spv — compiled SPIRV (by CMake/glslc at build time)
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// <dir>/pass0_xxx.frag.spv — compiled SPIRV
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// ...
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// ============================================================================
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class GpuShaderPreset {
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public:
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// Load preset from directory. swapchain_fmt is the target format for the
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// last pass; intermediate passes use R16G16B16A16_FLOAT.
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bool load(SDL_GPUDevice* device,
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const std::string& dir,
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SDL_GPUTextureFormat swapchain_fmt,
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int w, int h);
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void destroy(SDL_GPUDevice* device);
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// Recreate intermediate render targets on resolution change.
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void recreateTargets(SDL_GPUDevice* device, int w, int h);
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int passCount() const { return static_cast<int>(passes_.size()); }
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ShaderPass& pass(int i) { return passes_[i]; }
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const std::string& name() const { return name_; }
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// Read a float parameter parsed from preset.ini (returns default_val if absent).
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float param(const std::string& key, float default_val) const;
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private:
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std::vector<ShaderPass> passes_;
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std::vector<std::unique_ptr<GpuTexture>> targets_; // intermediate render targets
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std::string name_;
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std::string dir_;
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std::unordered_map<std::string, float> params_;
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SDL_GPUTextureFormat swapchain_fmt_ = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
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// Entries read from preset.ini for each pass
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struct PassDesc {
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std::string vert_name; // e.g. "pass0_encode.vert"
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std::string frag_name; // e.g. "pass0_encode.frag"
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};
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std::vector<PassDesc> descs_;
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bool parseIni(const std::string& ini_path);
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// Build a full-screen-triangle pipeline from two on-disk SPV files.
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SDL_GPUGraphicsPipeline* 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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};
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