GlobalInputs F1-F12 + Escape, Screen sense destruir finestra, escalat al GPU, presets i fons canvas (v0.11.0)
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@@ -3,6 +3,8 @@
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#include <cstring>
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#include <iostream>
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#include "core/rendering/sdl3gpu/viewport.hpp"
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#ifndef __APPLE__
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#include "core/rendering/sdl3gpu/spv/crtpi_frag_spv.h"
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#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
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@@ -280,7 +282,10 @@ namespace Rendering {
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SDL_GPUTexture* scene,
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SDL_GPUSampler* sampler,
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int game_width,
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int game_height) {
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int game_height,
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Defaults::ScalingMode scaling_mode,
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std::uint32_t swapchain_w,
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std::uint32_t swapchain_h) {
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if (pipeline_ == nullptr) { return; }
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SDL_GPUColorTargetInfo color_target{};
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@@ -292,6 +297,11 @@ namespace Rendering {
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SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, nullptr);
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if (pass == nullptr) { return; }
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// Viewport per aplicar letterbox/integer/... sense modificar el
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// triangle fullscreen; la resta del swapchain queda a clear_color.
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const SDL_GPUViewport VP = computeViewport(scaling_mode, swapchain_w, swapchain_h, game_width, game_height);
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SDL_SetGPUViewport(pass, &VP);
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SDL_BindGPUGraphicsPipeline(pass, pipeline_);
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SDL_GPUTextureSamplerBinding binding{};
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@@ -3,6 +3,8 @@
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_gpu.h>
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#include <cstdint>
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#include "core/rendering/shader_backend.hpp"
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// Uniforms del shader CRT-Pi. 4 × vec4 (64 bytes) per a alineament Metal/Vulkan.
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@@ -56,7 +58,10 @@ namespace Rendering {
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SDL_GPUTexture* scene,
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SDL_GPUSampler* sampler,
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int game_width,
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int game_height);
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int game_height,
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Defaults::ScalingMode scaling_mode,
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std::uint32_t swapchain_w,
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std::uint32_t swapchain_h);
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private:
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SDL_GPUDevice* device_{nullptr};
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