- 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>
258 lines
9.0 KiB
C++
258 lines
9.0 KiB
C++
#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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auto vert_spv = readFile(vert_spv_path);
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auto frag_spv = readFile(frag_spv_path);
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if (vert_spv.empty()) {
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SDL_Log("GpuShaderPreset: cannot read %s", vert_spv_path.c_str());
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return nullptr;
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}
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if (frag_spv.empty()) {
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SDL_Log("GpuShaderPreset: cannot read %s", frag_spv_path.c_str());
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return nullptr;
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}
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SDL_GPUShaderCreateInfo vert_info = {};
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vert_info.code = vert_spv.data();
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vert_info.code_size = vert_spv.size();
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vert_info.entrypoint = "main";
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vert_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
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vert_info.stage = SDL_GPU_SHADERSTAGE_VERTEX;
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vert_info.num_samplers = 0;
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vert_info.num_uniform_buffers = 0;
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SDL_GPUShaderCreateInfo frag_info = {};
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frag_info.code = frag_spv.data();
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frag_info.code_size = frag_spv.size();
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frag_info.entrypoint = "main";
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frag_info.format = SDL_GPU_SHADERFORMAT_SPIRV;
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frag_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
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frag_info.num_samplers = 1;
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frag_info.num_uniform_buffers = 1;
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SDL_GPUShader* vert_shader = SDL_CreateGPUShader(device, &vert_info);
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SDL_GPUShader* frag_shader = SDL_CreateGPUShader(device, &frag_info);
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if (!vert_shader || !frag_shader) {
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SDL_Log("GpuShaderPreset: shader creation failed for %s / %s: %s",
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vert_spv_path.c_str(), frag_spv_path.c_str(), SDL_GetError());
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if (vert_shader) SDL_ReleaseGPUShader(device, vert_shader);
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if (frag_shader) SDL_ReleaseGPUShader(device, frag_shader);
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return nullptr;
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}
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// Full-screen triangle: no vertex input, no blend
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SDL_GPUColorTargetBlendState no_blend = {};
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no_blend.enable_blend = false;
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no_blend.enable_color_write_mask = false;
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SDL_GPUColorTargetDescription ct_desc = {};
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ct_desc.format = target_fmt;
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ct_desc.blend_state = no_blend;
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SDL_GPUVertexInputState no_input = {};
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SDL_GPUGraphicsPipelineCreateInfo pipe_info = {};
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pipe_info.vertex_shader = vert_shader;
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pipe_info.fragment_shader = frag_shader;
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pipe_info.vertex_input_state = no_input;
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pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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pipe_info.target_info.num_color_targets = 1;
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pipe_info.target_info.color_target_descriptions = &ct_desc;
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SDL_GPUGraphicsPipeline* pipeline = SDL_CreateGPUGraphicsPipeline(device, &pipe_info);
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SDL_ReleaseGPUShader(device, vert_shader);
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SDL_ReleaseGPUShader(device, frag_shader);
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if (!pipeline)
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SDL_Log("GpuShaderPreset: pipeline creation failed: %s", SDL_GetError());
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return pipeline;
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}
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bool GpuShaderPreset::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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dir_ = dir;
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swapchain_fmt_ = swapchain_fmt;
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// Parse ini
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if (!parseIni(dir + "/preset.ini"))
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return false;
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int n = static_cast<int>(descs_.size());
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passes_.resize(n);
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// Intermediate render target format (signed float to handle NTSC signal range)
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SDL_GPUTextureFormat inter_fmt = SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT;
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for (int i = 0; i < n; ++i) {
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bool is_last = (i == n - 1);
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SDL_GPUTextureFormat target_fmt = is_last ? swapchain_fmt : inter_fmt;
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std::string vert_spv = dir + "/" + descs_[i].vert_name + ".spv";
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std::string frag_spv = dir + "/" + descs_[i].frag_name + ".spv";
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passes_[i].pipeline = buildPassPipeline(device, vert_spv, frag_spv, target_fmt);
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if (!passes_[i].pipeline) {
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SDL_Log("GpuShaderPreset: failed to build pipeline for pass %d", i);
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return false;
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}
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if (!is_last) {
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// Create intermediate render target
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auto tex = std::make_unique<GpuTexture>();
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if (!tex->createRenderTarget(device, w, h, inter_fmt)) {
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SDL_Log("GpuShaderPreset: failed to create intermediate target for pass %d", i);
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return false;
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}
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passes_[i].target = tex.get();
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targets_.push_back(std::move(tex));
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}
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// Last pass: target = null (caller binds swapchain)
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}
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SDL_Log("GpuShaderPreset: loaded '%s' (%d passes)", name_.c_str(), n);
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return true;
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}
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void GpuShaderPreset::recreateTargets(SDL_GPUDevice* device, int w, int h) {
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SDL_GPUTextureFormat inter_fmt = SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT;
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for (auto& tex : targets_) {
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tex->destroy(device);
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tex->createRenderTarget(device, w, h, inter_fmt);
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}
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}
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void GpuShaderPreset::destroy(SDL_GPUDevice* device) {
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for (auto& pass : passes_) {
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if (pass.pipeline) {
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SDL_ReleaseGPUGraphicsPipeline(device, pass.pipeline);
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pass.pipeline = nullptr;
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}
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}
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for (auto& tex : targets_) {
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if (tex) tex->destroy(device);
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}
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targets_.clear();
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passes_.clear();
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descs_.clear();
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params_.clear();
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}
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float GpuShaderPreset::param(const std::string& key, float default_val) const {
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auto it = params_.find(key);
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return (it != params_.end()) ? it->second : default_val;
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}
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