GlobalInputs F1-F12 + Escape, Screen sense destruir finestra, escalat al GPU, presets i fons canvas (v0.11.0)

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JailDesigner committed 2026-04-19 14:27:16 +02:00
1 parent 837eb73398
commit 297dc85e47
23 files changed
+653 -34

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+58
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@@ -156,6 +156,64 @@ void Screen::applyCrtPiParams(const Rendering::CrtPiParams& params) {
}
}
void Screen::setWindowZoom(int zoom) {
config_.zoom = zoom;
adjustWindowSize();
}
void Screen::setFullscreen(bool fullscreen) {
config_.fullscreen = fullscreen;
SDL_SetWindowFullscreen(window_, fullscreen);
SDL_SyncWindow(window_);
adjustWindowSize();
}
void Screen::setVSync(bool vsync) {
config_.vsync = vsync;
if (shader_backend_ != nullptr) {
shader_backend_->setVSync(vsync);
} else if (renderer_ != nullptr) {
SDL_SetRenderVSync(renderer_, vsync ? 1 : 0);
}
}
void Screen::setScalingMode(Defaults::ScalingMode mode) {
config_.scaling_mode = mode;
if (shader_backend_ != nullptr) {
shader_backend_->setScalingMode(mode);
} else if (renderer_ != nullptr) {
SDL_SetRenderLogicalPresentation(renderer_, GameCanvas::WIDTH, GameCanvas::HEIGHT, toSdlPresentation(mode));
}
}
// Fullscreen manté la resolució del desktop; en mode finestra recalculem i
// reposicionem. A Wayland el compositor ignora SDL_SetWindowPosition, així
// que allí el reset queda en mans del WM.
void Screen::adjustWindowSize() {
if (config_.fullscreen) { return; }
int old_w = 0;
int old_h = 0;
SDL_GetWindowSize(window_, &old_w, &old_h);
int old_x = 0;
int old_y = 0;
SDL_GetWindowPosition(window_, &old_x, &old_y);
const int NEW_W = GameCanvas::WIDTH * config_.zoom;
const int NEW_H = GameCanvas::HEIGHT * config_.zoom;
const int NEW_X = old_x + ((old_w - NEW_W) / 2);
const int NEW_Y = old_y + ((old_h - NEW_H) / 2);
SDL_SetWindowSize(window_, NEW_W, NEW_H);
SDL_SyncWindow(window_);
const char* driver = SDL_GetCurrentVideoDriver();
const bool IS_WAYLAND = (driver != nullptr && SDL_strcmp(driver, "wayland") == 0);
if (!IS_WAYLAND) {
SDL_SetWindowPosition(window_, std::max(NEW_X, 0), std::max(NEW_Y, 0));
}
}
void Screen::clear(std::uint8_t r, std::uint8_t g, std::uint8_t b) {
const std::uint32_t COLOR = (0xFFU << 24) | (static_cast<std::uint32_t>(r) << 16) | (static_cast<std::uint32_t>(g) << 8) | static_cast<std::uint32_t>(b);
std::ranges::fill(canvas_, COLOR);
+13
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@@ -54,6 +54,16 @@ class Screen {
// Reenvia paràmetres CrtPi al backend GPU. No-op al path fallback.
void applyCrtPiParams(const Rendering::CrtPiParams& params);
// Canvis lleugers que NO destrueixen la finestra. Zoom i fullscreen
// redimensionen SDL_Window i mantenen la finestra centrada respecte a
// l'anterior posició; VSync s'envia directament al backend GPU.
void setWindowZoom(int zoom);
void setFullscreen(bool fullscreen);
void setVSync(bool vsync);
// Mode d'escalat del path GPU (letterbox/integer/stretch/...). Al
// fallback SDL_Renderer es propaga via SDL_SetRenderLogicalPresentation.
void setScalingMode(Defaults::ScalingMode mode);
void clear(std::uint8_t r = 0, std::uint8_t g = 0, std::uint8_t b = 0);
// Pinta un rectangle opac al canvas ARGB del joc. Pensat per a HUDs
// simples (caixes de notificacions, barres d'estat); no gasta paleta.
@@ -75,6 +85,9 @@ class Screen {
void destroySdl();
void createSdl();
// Redimensiona la finestra existent i la recenta sense tancar-la; al
// fallback SDL_Renderer també ajusta la presentació lògica.
void adjustWindowSize();
// Comptador intern de frames per segon. S'incrementa a cada present() i
// es recalcula quan ha passat un segon complet (SDL_GetTicks en ms).
@@ -3,6 +3,8 @@
#include <cstring>
#include <iostream>
#include "core/rendering/sdl3gpu/viewport.hpp"
#ifndef __APPLE__
#include "core/rendering/sdl3gpu/spv/crtpi_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
@@ -280,7 +282,10 @@ namespace Rendering {
SDL_GPUTexture* scene,
SDL_GPUSampler* sampler,
int game_width,
int game_height) {
int game_height,
Defaults::ScalingMode scaling_mode,
std::uint32_t swapchain_w,
std::uint32_t swapchain_h) {
if (pipeline_ == nullptr) { return; }
SDL_GPUColorTargetInfo color_target{};
@@ -292,6 +297,11 @@ namespace Rendering {
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, nullptr);
if (pass == nullptr) { return; }
// Viewport per aplicar letterbox/integer/... sense modificar el
// triangle fullscreen; la resta del swapchain queda a clear_color.
const SDL_GPUViewport VP = computeViewport(scaling_mode, swapchain_w, swapchain_h, game_width, game_height);
SDL_SetGPUViewport(pass, &VP);
SDL_BindGPUGraphicsPipeline(pass, pipeline_);
SDL_GPUTextureSamplerBinding binding{};
@@ -3,6 +3,8 @@
#include <SDL3/SDL.h>
#include <SDL3/SDL_gpu.h>
#include <cstdint>
#include "core/rendering/shader_backend.hpp"
// Uniforms del shader CRT-Pi. 4 × vec4 (64 bytes) per a alineament Metal/Vulkan.
@@ -56,7 +58,10 @@ namespace Rendering {
SDL_GPUTexture* scene,
SDL_GPUSampler* sampler,
int game_width,
int game_height);
int game_height,
Defaults::ScalingMode scaling_mode,
std::uint32_t swapchain_w,
std::uint32_t swapchain_h);
private:
SDL_GPUDevice* device_{nullptr};
@@ -4,6 +4,8 @@
#include <cstring>
#include <iostream>
#include "core/rendering/sdl3gpu/viewport.hpp"
#ifndef __APPLE__
#include "core/rendering/sdl3gpu/spv/postfx_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
@@ -370,7 +372,7 @@ namespace Rendering {
// Camí CrtPi: delega tot el render pass al pipeline dedicat.
if (active_shader_ == ShaderType::CRTPI && crtpi_pipeline_ != nullptr) {
crtpi_pipeline_->render(cmd, swapchain, scene_texture_, sampler_, game_width_, game_height_);
crtpi_pipeline_->render(cmd, swapchain, scene_texture_, sampler_, game_width_, game_height_, scaling_mode_, sw, sh);
SDL_SubmitGPUCommandBuffer(cmd);
return;
}
@@ -385,6 +387,9 @@ namespace Rendering {
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, nullptr);
if (pass != nullptr) {
const SDL_GPUViewport VP = computeViewport(scaling_mode_, sw, sh, game_width_, game_height_);
SDL_SetGPUViewport(pass, &VP);
SDL_BindGPUGraphicsPipeline(pass, pipeline_);
SDL_GPUTextureSamplerBinding binding{};
@@ -53,6 +53,7 @@ namespace Rendering {
void setActiveShader(ShaderType type) override { active_shader_ = type; }
void setCrtPiParams(const CrtPiParams& params) override;
void setVSync(bool vsync) override;
void setScalingMode(Defaults::ScalingMode mode) override { scaling_mode_ = mode; }
void setPreferredDriver(const std::string& driver) override { preferred_driver_ = driver; }
void cleanup() override;
@@ -99,6 +100,7 @@ namespace Rendering {
int game_width_{0};
int game_height_{0};
Defaults::ScalingMode scaling_mode_{Defaults::Video::SCALING_MODE};
std::string preferred_driver_;
std::string driver_name_;
bool vsync_{true};
@@ -0,0 +1,54 @@
#include "core/rendering/sdl3gpu/viewport.hpp"
#include <algorithm>
#include <cmath>
namespace Rendering {
auto computeViewport(Defaults::ScalingMode mode,
std::uint32_t swapchain_w,
std::uint32_t swapchain_h,
int logical_w,
int logical_h) -> SDL_GPUViewport {
const auto SW = static_cast<float>(swapchain_w);
const auto SH = static_cast<float>(swapchain_h);
const auto LW = static_cast<float>(logical_w);
const auto LH = static_cast<float>(logical_h);
float vw = 0.0F;
float vh = 0.0F;
switch (mode) {
case Defaults::ScalingMode::DISABLED:
vw = LW;
vh = LH;
break;
case Defaults::ScalingMode::STRETCH:
vw = SW;
vh = SH;
break;
case Defaults::ScalingMode::LETTERBOX: {
const float SCALE = std::min(SW / LW, SH / LH);
vw = LW * SCALE;
vh = LH * SCALE;
break;
}
case Defaults::ScalingMode::OVERSCAN: {
const float SCALE = std::max(SW / LW, SH / LH);
vw = LW * SCALE;
vh = LH * SCALE;
break;
}
case Defaults::ScalingMode::INTEGER: {
const int SCALE = std::max(1,
std::min(static_cast<int>(SW) / logical_w, static_cast<int>(SH) / logical_h));
vw = LW * static_cast<float>(SCALE);
vh = LH * static_cast<float>(SCALE);
break;
}
}
const float VX = std::floor((SW - vw) * 0.5F);
const float VY = std::floor((SH - vh) * 0.5F);
return {.x = VX, .y = VY, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F};
}
} // namespace Rendering
@@ -0,0 +1,21 @@
#pragma once
#include <SDL3/SDL_gpu.h>
#include <cstdint>
#include "utils/defaults.hpp"
namespace Rendering {
// Calcula el rectangle on s'ha de pintar el triangle fullscreen dins del
// swapchain segons el mode d'escalat configurat. La zona fora del
// viewport queda amb la clear_color del render pass (negre o el color
// que decidisca el caller).
auto computeViewport(Defaults::ScalingMode mode,
std::uint32_t swapchain_w,
std::uint32_t swapchain_h,
int logical_w,
int logical_h) -> SDL_GPUViewport;
} // namespace Rendering
+6
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@@ -5,6 +5,8 @@
#include <cstdint>
#include <string>
#include "utils/defaults.hpp"
namespace Rendering {
// Shader de post-procés actiu. El backend escull el pipeline corresponent.
@@ -78,6 +80,10 @@ namespace Rendering {
// Canvia el mode de presentació (VSYNC/IMMEDIATE/MAILBOX) en calent.
virtual void setVSync(bool vsync) = 0;
// Mode d'escalat del triangle fullscreen al swapchain (letterbox,
// integer, overscan, ...). Implementat via SDL_SetGPUViewport.
virtual void setScalingMode(Defaults::ScalingMode mode) = 0;
// Fixa el driver preferit (buit = automàtic). S'ha de cridar abans d'init().
virtual void setPreferredDriver(const std::string& driver) = 0;