Path SDL3 GPU amb PostFX passthrough; Screen amb init/shutdown explicit (v0.4.0)

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JailDesigner committed 2026-04-18 22:50:04 +02:00
1 parent 0348acb0eb
commit 6c8ef9ff44
18 files changed
+14213 -38

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+50 -17
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@@ -6,8 +6,11 @@
#include <cstddef>
#include <cstdio>
#include <cstdlib>
#include <iostream>
#include <memory>
#include <ranges>
#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp"
#include "utils/defines.hpp"
namespace {
@@ -39,29 +42,41 @@ auto Screen::get() -> Screen& {
return instance_;
}
Screen::Screen()
: canvas_width_(GameCanvas::WIDTH),
canvas_height_(GameCanvas::HEIGHT),
canvas_(static_cast<std::size_t>(GameCanvas::WIDTH) * static_cast<std::size_t>(GameCanvas::HEIGHT), 0xFF000000U) {
if (!SDL_InitSubSystem(SDL_INIT_VIDEO)) {
std::fprintf(stderr, "SDL_InitSubSystem(VIDEO) failed: %s\n", SDL_GetError());
std::exit(EXIT_FAILURE);
}
// Els recursos SDL (finestra, renderer, textura) es creen a configure().
}
Screen::~Screen() {
destroySdl();
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
void Screen::configure(const Config& config) {
// Inicialitza el subsistema de vídeo la primera volta; reconfiguracions
// posteriors reutilitzen el subsistema i recreen els recursos SDL.
if (!subsystem_initialized_) {
if (!SDL_InitSubSystem(SDL_INIT_VIDEO)) {
std::fprintf(stderr, "SDL_InitSubSystem(VIDEO) failed: %s\n", SDL_GetError());
std::exit(EXIT_FAILURE);
}
subsystem_initialized_ = true;
canvas_width_ = GameCanvas::WIDTH;
canvas_height_ = GameCanvas::HEIGHT;
canvas_.assign(static_cast<std::size_t>(GameCanvas::WIDTH) * static_cast<std::size_t>(GameCanvas::HEIGHT), 0xFF000000U);
}
destroySdl();
config_ = config;
createSdl();
}
void Screen::shutdown() {
destroySdl();
if (subsystem_initialized_) {
SDL_QuitSubSystem(SDL_INIT_VIDEO);
subsystem_initialized_ = false;
}
}
void Screen::destroySdl() {
// Ordre per a evitar crashes a Wayland/Vulkan durant el teardown:
// 1) Alliberar la finestra del GPU device (destrueix el VkSurface).
// 2) Destruir el GPU device (vkDestroyInstance amb Wayland encara viu).
// 3) Destruir la finestra SDL (tanca la surface de Wayland al final).
if (shader_backend_ != nullptr) {
static_cast<Rendering::SDL3GPUShader*>(shader_backend_.get())->releaseWindow();
}
shader_backend_.reset();
if (game_texture_ != nullptr) {
SDL_DestroyTexture(game_texture_);
game_texture_ = nullptr;
@@ -89,6 +104,19 @@ void Screen::createSdl() {
std::exit(EXIT_FAILURE);
}
// Primer intent: path SDL3 GPU. Si falla, fallback automàtic a SDL_Renderer.
if (config_.gpu_acceleration) {
auto backend = std::make_unique<Rendering::SDL3GPUShader>();
backend->setPreferredDriver(config_.preferred_driver);
backend->setVSync(config_.vsync);
if (backend->init(window_, canvas_width_, canvas_height_)) {
std::cout << "Screen: path GPU actiu (driver: " << backend->getDriverName() << ")\n";
shader_backend_ = std::move(backend);
return;
}
std::cerr << "Screen: GPU no disponible, fallback a SDL_Renderer\n";
}
renderer_ = SDL_CreateRenderer(window_, nullptr);
if (renderer_ == nullptr) {
std::fprintf(stderr, "SDL_CreateRenderer failed: %s\n", SDL_GetError());
@@ -114,8 +142,13 @@ void Screen::clear(std::uint8_t r, std::uint8_t g, std::uint8_t b) {
}
void Screen::present() {
SDL_UpdateTexture(game_texture_, nullptr, canvas_.data(), canvas_width_ * static_cast<int>(sizeof(std::uint32_t)));
if (shader_backend_ != nullptr) {
shader_backend_->uploadPixels(canvas_.data(), canvas_width_, canvas_height_);
shader_backend_->render();
return;
}
SDL_UpdateTexture(game_texture_, nullptr, canvas_.data(), canvas_width_ * static_cast<int>(sizeof(std::uint32_t)));
SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderClear(renderer_);
SDL_RenderTexture(renderer_, game_texture_, nullptr, nullptr);
+23 -8
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@@ -3,8 +3,11 @@
#include <SDL3/SDL.h>
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
#include "core/rendering/shader_backend.hpp"
#include "utils/defaults.hpp"
class Screen {
@@ -17,12 +20,15 @@ class Screen {
bool vsync{Defaults::Video::VSYNC};
Defaults::ScalingMode scaling_mode{Defaults::Video::SCALING_MODE};
Defaults::TextureFilter texture_filter{Defaults::Video::TEXTURE_FILTER};
bool gpu_acceleration{Defaults::Video::GPU_ACCELERATION};
std::string preferred_driver{Defaults::Video::GPU_PREFERRED_DRIVER};
};
// Meyers singleton: la destrucció ocorre durant la termianció estàtica
// (LIFO respecte a Resource::Cache). El SDL_Quit s'ha de registrar via
// std::atexit ABANS de la primera crida a get(); així Screen::~Screen
// (que crida SDL_Destroy*/SDL_QuitSubSystem) s'executa amb SDL encara viu.
// Meyers singleton només per a l'accés (get()). El cicle de vida de SDL
// el porta el Director: configure() i shutdown() s'han de cridar
// explícitament, NO el destructor estàtic. El patró atexit + destructor
// estàtic provoca segfaults a vkDestroyInstance en Wayland/Vulkan perquè
// alguns recursos de SDL ja són inconsistents quan corre el destructor.
static auto get() -> Screen&;
Screen(const Screen&) = delete;
@@ -30,10 +36,14 @@ class Screen {
auto operator=(const Screen&) -> Screen& = delete;
auto operator=(Screen&&) -> Screen& = delete;
// Crea (o recrea) finestra, renderer i textura a partir de la config.
// Imprescindible cridar-lo abans de qualsevol clear()/present().
// Inicialitza SDL_VIDEO i crea finestra + renderer o shader backend GPU
// segons la config. Cal cridar-lo una vegada abans de qualsevol clear()/present().
void configure(const Config& config);
// Destrueix tots els recursos SDL (finestra, GPU device, renderer, textura)
// i tanca el subsistema de vídeo. El Director el crida ABANS de SDL_Quit.
void shutdown();
void clear(std::uint8_t r = 0, std::uint8_t g = 0, std::uint8_t b = 0);
void present();
@@ -43,17 +53,22 @@ class Screen {
[[nodiscard]] auto getCanvasHeight() const -> int { return canvas_height_; }
private:
Screen();
~Screen();
Screen() = default;
~Screen() = default;
void destroySdl();
void createSdl();
bool subsystem_initialized_{false};
Config config_{};
SDL_Window* window_{nullptr};
// Camí SDL_Renderer (fallback quan gpu_acceleration = false).
SDL_Renderer* renderer_{nullptr};
SDL_Texture* game_texture_{nullptr};
// Camí SDL3 GPU (prioritari quan gpu_acceleration = true).
std::unique_ptr<Rendering::ShaderBackend> shader_backend_;
int canvas_width_{0};
int canvas_height_{0};
@@ -0,0 +1,468 @@
#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp"
#include <cstdint>
#include <cstring>
#include <iostream>
#ifndef __APPLE__
#include "core/rendering/sdl3gpu/spv/postfx_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
#endif
namespace {
#ifdef __APPLE__
// NOLINTBEGIN(readability-identifier-naming)
const char* POSTFX_VERT_MSL_ = 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;
}
)";
const char* POSTFX_FRAG_MSL_ = 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;
float mask_strength;
float gamma_strength;
float curvature;
float bleeding;
float pixel_scale;
float time;
float oversample;
float flicker;
};
static float3 rgb_to_ycc(float3 rgb) {
return float3(
0.299f*rgb.r + 0.587f*rgb.g + 0.114f*rgb.b,
-0.169f*rgb.r - 0.331f*rgb.g + 0.500f*rgb.b + 0.5f,
0.500f*rgb.r - 0.419f*rgb.g - 0.081f*rgb.b + 0.5f
);
}
static float3 ycc_to_rgb(float3 ycc) {
float y = ycc.x;
float cb = ycc.y - 0.5f;
float cr = ycc.z - 0.5f;
return clamp(float3(
y + 1.402f*cr,
y - 0.344f*cb - 0.714f*cr,
y + 1.772f*cb
), 0.0f, 1.0f);
}
fragment float4 postfx_fs(PostVOut in [[stage_in]],
texture2d<float> scene [[texture(0)]],
sampler samp [[sampler(0)]],
constant PostFXUniforms& u [[buffer(0)]]) {
float2 uv = in.uv;
if (u.curvature > 0.0f) {
float2 c = uv - 0.5f;
float rsq = dot(c, c);
float2 dist = float2(0.05f, 0.1f) * u.curvature;
float2 barrelScale = 1.0f - 0.23f * dist;
c += c * (dist * rsq);
c *= barrelScale;
if (abs(c.x) >= 0.5f || abs(c.y) >= 0.5f) {
return float4(0.0f, 0.0f, 0.0f, 1.0f);
}
uv = c + 0.5f;
}
float3 base = scene.sample(samp, uv).rgb;
float3 colour;
if (u.bleeding > 0.0f) {
float tw = float(scene.get_width());
float step = u.oversample / tw;
float3 ycc = rgb_to_ycc(base);
float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f*step, 0.0f)).rgb);
float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f*step, 0.0f)).rgb);
float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f*step, 0.0f)).rgb);
float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f*step, 0.0f)).rgb);
ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0f + ycc.yz*2.0f + ycc_r1.yz*2.0f + ycc_r2.yz) / 8.0f;
colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
} else {
colour = base;
}
float ca = u.chroma_strength * 0.005f * (1.0f + 0.15f * sin(u.time * 7.3f));
colour.r = scene.sample(samp, uv + float2(ca, 0.0f)).r;
colour.b = scene.sample(samp, uv - float2(ca, 0.0f)).b;
if (u.gamma_strength > 0.0f) {
float3 lin = pow(colour, float3(2.4f));
colour = mix(colour, lin, u.gamma_strength);
}
const float SCAN_DARK_RATIO = 0.333f;
const float SCAN_DARK_FLOOR = 0.42f;
if (u.scanline_strength > 0.0f) {
float ps = max(1.0f, round(u.pixel_scale));
float frac_in_row = fract(uv.y * u.screen_height);
float row_pos = floor(frac_in_row * ps);
float bright_rows = (ps < 2.0f) ? ps : ((ps < 3.0f) ? 1.0f : floor(ps * (1.0f - SCAN_DARK_RATIO)));
float is_dark = step(bright_rows, row_pos);
float scan = mix(1.0f, SCAN_DARK_FLOOR, is_dark);
colour *= mix(1.0f, scan, u.scanline_strength);
}
if (u.gamma_strength > 0.0f) {
float3 enc = pow(colour, float3(1.0f/2.2f));
colour = mix(colour, enc, u.gamma_strength);
}
float2 d = uv - 0.5f;
float vignette = 1.0f - dot(d, d) * u.vignette_strength;
colour *= clamp(vignette, 0.0f, 1.0f);
if (u.mask_strength > 0.0f) {
float whichMask = fract(in.pos.x * 0.3333333f);
float3 mask = float3(0.80f);
if (whichMask < 0.3333333f) mask.x = 1.0f;
else if (whichMask < 0.6666667f) mask.y = 1.0f;
else mask.z = 1.0f;
colour = mix(colour, colour * mask, u.mask_strength);
}
if (u.flicker > 0.0f) {
float flicker_wave = sin(u.time * 100.0f) * 0.5f + 0.5f;
colour *= 1.0f - u.flicker * 0.04f * flicker_wave;
}
return float4(colour, 1.0f);
}
)";
// NOLINTEND(readability-identifier-naming)
#endif
#ifdef __APPLE__
auto createShaderMSL(SDL_GPUDevice* device,
const char* msl_source,
const char* entrypoint,
SDL_GPUShaderStage stage,
std::uint32_t num_samplers,
std::uint32_t num_uniform_buffers) -> SDL_GPUShader* {
SDL_GPUShaderCreateInfo info{};
info.code = reinterpret_cast<const Uint8*>(msl_source);
info.code_size = std::strlen(msl_source) + 1;
info.entrypoint = entrypoint;
info.format = SDL_GPU_SHADERFORMAT_MSL;
info.stage = stage;
info.num_samplers = num_samplers;
info.num_uniform_buffers = num_uniform_buffers;
return SDL_CreateGPUShader(device, &info);
}
#else
auto createShaderSPIRV(SDL_GPUDevice* device,
const std::uint8_t* spv_code,
std::size_t spv_size,
const char* entrypoint,
SDL_GPUShaderStage stage,
std::uint32_t num_samplers,
std::uint32_t num_uniform_buffers) -> SDL_GPUShader* {
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_uniform_buffers = num_uniform_buffers;
return SDL_CreateGPUShader(device, &info);
}
#endif
} // namespace
namespace Rendering {
SDL3GPUShader::~SDL3GPUShader() { cleanup(); }
auto SDL3GPUShader::init(SDL_Window* window, int game_width, int game_height) -> bool {
window_ = window;
game_width_ = game_width;
game_height_ = game_height;
uniforms_.screen_height = static_cast<float>(game_height);
if (!createDevice()) { return false; }
if (!createShaders()) {
cleanup();
return false;
}
if (!createPipeline()) {
cleanup();
return false;
}
if (!createResources()) {
cleanup();
return false;
}
is_ready_ = true;
return true;
}
auto SDL3GPUShader::createDevice() -> bool {
#ifdef __APPLE__
const SDL_GPUShaderFormat FORMAT = SDL_GPU_SHADERFORMAT_MSL;
#else
const SDL_GPUShaderFormat FORMAT = SDL_GPU_SHADERFORMAT_SPIRV;
#endif
const char* driver = preferred_driver_.empty() ? nullptr : preferred_driver_.c_str();
device_ = SDL_CreateGPUDevice(FORMAT, false, driver);
if (device_ == nullptr) {
std::cerr << "SDL3GPUShader: SDL_CreateGPUDevice ha fallat: " << SDL_GetError() << '\n';
return false;
}
if (!SDL_ClaimWindowForGPUDevice(device_, window_)) {
std::cerr << "SDL3GPUShader: SDL_ClaimWindowForGPUDevice ha fallat: " << SDL_GetError() << '\n';
return false;
}
SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, bestPresentMode(vsync_));
const char* name = SDL_GetGPUDeviceDriver(device_);
driver_name_ = (name != nullptr) ? name : "";
return true;
}
auto SDL3GPUShader::createShaders() -> bool {
#ifdef __APPLE__
vertex_shader_ = createShaderMSL(device_, POSTFX_VERT_MSL_, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
fragment_shader_ = createShaderMSL(device_, POSTFX_FRAG_MSL_, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#else
vertex_shader_ = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
fragment_shader_ = createShaderSPIRV(device_, kpostfx_frag_spv, kpostfx_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#endif
if (vertex_shader_ == nullptr || fragment_shader_ == nullptr) {
std::cerr << "SDL3GPUShader: SDL_CreateGPUShader ha fallat: " << SDL_GetError() << '\n';
return false;
}
return true;
}
auto SDL3GPUShader::createPipeline() -> bool {
const SDL_GPUTextureFormat SWAPCHAIN_FORMAT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
SDL_GPUColorTargetBlendState no_blend{};
SDL_GPUColorTargetDescription color_target{};
color_target.format = SWAPCHAIN_FORMAT;
color_target.blend_state = no_blend;
SDL_GPUGraphicsPipelineCreateInfo info{};
info.vertex_shader = vertex_shader_;
info.fragment_shader = fragment_shader_;
info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
info.target_info.num_color_targets = 1;
info.target_info.color_target_descriptions = &color_target;
pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &info);
if (pipeline_ == nullptr) {
std::cerr << "SDL3GPUShader: SDL_CreateGPUGraphicsPipeline ha fallat: " << SDL_GetError() << '\n';
return false;
}
return true;
}
auto SDL3GPUShader::createResources() -> bool {
SDL_GPUTextureCreateInfo tex_info{};
tex_info.type = SDL_GPU_TEXTURETYPE_2D;
tex_info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
tex_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
tex_info.width = static_cast<Uint32>(game_width_);
tex_info.height = static_cast<Uint32>(game_height_);
tex_info.layer_count_or_depth = 1;
tex_info.num_levels = 1;
scene_texture_ = SDL_CreateGPUTexture(device_, &tex_info);
SDL_GPUTransferBufferCreateInfo tb_info{};
tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
tb_info.size = static_cast<Uint32>(game_width_) * static_cast<Uint32>(game_height_) * 4U;
upload_buffer_ = SDL_CreateGPUTransferBuffer(device_, &tb_info);
SDL_GPUSamplerCreateInfo samp_info{};
samp_info.min_filter = SDL_GPU_FILTER_NEAREST;
samp_info.mag_filter = SDL_GPU_FILTER_NEAREST;
samp_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
samp_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
samp_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
samp_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sampler_ = SDL_CreateGPUSampler(device_, &samp_info);
if (scene_texture_ == nullptr || upload_buffer_ == nullptr || sampler_ == nullptr) {
std::cerr << "SDL3GPUShader: creació de recursos GPU ha fallat: " << SDL_GetError() << '\n';
return false;
}
return true;
}
void SDL3GPUShader::uploadPixels(const std::uint32_t* pixels, int width, int height) {
if (!is_ready_ || upload_buffer_ == nullptr) { return; }
void* mapped = SDL_MapGPUTransferBuffer(device_, upload_buffer_, false);
if (mapped == nullptr) { return; }
std::memcpy(mapped, pixels, static_cast<std::size_t>(width) * static_cast<std::size_t>(height) * 4U);
SDL_UnmapGPUTransferBuffer(device_, upload_buffer_);
}
void SDL3GPUShader::render() {
if (!is_ready_) { return; }
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device_);
if (cmd == nullptr) { return; }
// Copy pass: transfer buffer -> scene texture.
SDL_GPUCopyPass* copy = SDL_BeginGPUCopyPass(cmd);
if (copy != nullptr) {
SDL_GPUTextureTransferInfo src{};
src.transfer_buffer = upload_buffer_;
src.pixels_per_row = static_cast<Uint32>(game_width_);
src.rows_per_layer = static_cast<Uint32>(game_height_);
SDL_GPUTextureRegion dst{};
dst.texture = scene_texture_;
dst.w = static_cast<Uint32>(game_width_);
dst.h = static_cast<Uint32>(game_height_);
dst.d = 1;
SDL_UploadToGPUTexture(copy, &src, &dst, false);
SDL_EndGPUCopyPass(copy);
}
// Agafa la textura del swapchain (pot fallar si la finestra està minimitzada).
SDL_GPUTexture* swapchain = nullptr;
Uint32 sw = 0;
Uint32 sh = 0;
if (!SDL_AcquireGPUSwapchainTexture(cmd, window_, &swapchain, &sw, &sh) || swapchain == nullptr) {
SDL_SubmitGPUCommandBuffer(cmd);
return;
}
uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
SDL_GPUColorTargetInfo color_target{};
color_target.texture = swapchain;
color_target.load_op = SDL_GPU_LOADOP_CLEAR;
color_target.store_op = SDL_GPU_STOREOP_STORE;
color_target.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, nullptr);
if (pass != nullptr) {
SDL_BindGPUGraphicsPipeline(pass, pipeline_);
SDL_GPUTextureSamplerBinding binding{};
binding.texture = scene_texture_;
binding.sampler = sampler_;
SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(PostFXUniforms));
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
SDL_EndGPURenderPass(pass);
}
SDL_SubmitGPUCommandBuffer(cmd);
}
void SDL3GPUShader::setPostFXParams(const PostFXParams& params) {
uniforms_.vignette_strength = params.vignette;
uniforms_.scanline_strength = params.scanlines;
uniforms_.chroma_strength = params.chroma;
uniforms_.mask_strength = params.mask;
uniforms_.gamma_strength = params.gamma;
uniforms_.curvature = params.curvature;
uniforms_.bleeding = params.bleeding;
uniforms_.flicker = params.flicker;
}
void SDL3GPUShader::setVSync(bool vsync) {
vsync_ = vsync;
if (device_ != nullptr && window_ != nullptr) {
SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, bestPresentMode(vsync_));
}
}
auto SDL3GPUShader::bestPresentMode(bool vsync) const -> SDL_GPUPresentMode {
if (vsync) { return SDL_GPU_PRESENTMODE_VSYNC; }
if (device_ != nullptr && window_ != nullptr) {
if (SDL_WindowSupportsGPUPresentMode(device_, window_, SDL_GPU_PRESENTMODE_IMMEDIATE)) {
return SDL_GPU_PRESENTMODE_IMMEDIATE;
}
if (SDL_WindowSupportsGPUPresentMode(device_, window_, SDL_GPU_PRESENTMODE_MAILBOX)) {
return SDL_GPU_PRESENTMODE_MAILBOX;
}
}
return SDL_GPU_PRESENTMODE_VSYNC;
}
void SDL3GPUShader::releaseWindow() {
if (device_ != nullptr && window_ != nullptr) {
SDL_WaitForGPUIdle(device_);
SDL_ReleaseWindowFromGPUDevice(device_, window_);
window_ = nullptr;
}
}
void SDL3GPUShader::cleanup() {
is_ready_ = false;
if (device_ != nullptr) {
SDL_WaitForGPUIdle(device_);
if (pipeline_ != nullptr) {
SDL_ReleaseGPUGraphicsPipeline(device_, pipeline_);
pipeline_ = nullptr;
}
if (vertex_shader_ != nullptr) {
SDL_ReleaseGPUShader(device_, vertex_shader_);
vertex_shader_ = nullptr;
}
if (fragment_shader_ != nullptr) {
SDL_ReleaseGPUShader(device_, fragment_shader_);
fragment_shader_ = nullptr;
}
if (scene_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, scene_texture_);
scene_texture_ = nullptr;
}
if (upload_buffer_ != nullptr) {
SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_);
upload_buffer_ = nullptr;
}
if (sampler_ != nullptr) {
SDL_ReleaseGPUSampler(device_, sampler_);
sampler_ = nullptr;
}
// Si no s'ha cridat releaseWindow() abans, el desreclam és implícit dins
// DestroyGPUDevice; però això pot bloquejar-se en drivers Wayland si la
// Wayland surface ja no existeix. El camí recomanat és cridar releaseWindow()
// des de Screen::destroySdl() ABANS de SDL_DestroyWindow.
SDL_DestroyGPUDevice(device_);
device_ = nullptr;
}
window_ = nullptr;
}
} // namespace Rendering
@@ -0,0 +1,102 @@
#pragma once
#include <SDL3/SDL.h>
#include <SDL3/SDL_gpu.h>
#include <cstdint>
#include <string>
#include "core/rendering/shader_backend.hpp"
// Uniforms enviats al fragment stage cada frame.
// Han de coincidir amb l'estructura MSL/GLSL (48 bytes, alineats a 16).
struct PostFXUniforms {
float vignette_strength;
float chroma_strength;
float scanline_strength;
float screen_height;
float mask_strength;
float gamma_strength;
float curvature;
float bleeding;
float pixel_scale;
float time;
float oversample;
float flicker;
};
namespace Rendering {
// Backend GPU basat en SDL3 GPU API (Vulkan/SPIR-V a Linux i Windows,
// Metal/MSL a macOS). Pipeline únic: CPU framebuffer → transfer buffer →
// scene texture → PostFX pass → swapchain. Sense supersampling, sense
// CrtPi i sense Lanczos (reservats per a fases següents).
//
// Marcat `final` perquè el destructor crida cleanup() (que és virtual);
// sense final, clang-tidy avisa de dispatch virtual durant destrucció.
class SDL3GPUShader final : public ShaderBackend {
public:
SDL3GPUShader() = default;
~SDL3GPUShader() override;
SDL3GPUShader(const SDL3GPUShader&) = delete;
SDL3GPUShader(SDL3GPUShader&&) = delete;
auto operator=(const SDL3GPUShader&) -> SDL3GPUShader& = delete;
auto operator=(SDL3GPUShader&&) -> SDL3GPUShader& = delete;
auto init(SDL_Window* window, int game_width, int game_height) -> bool override;
void uploadPixels(const std::uint32_t* pixels, int width, int height) override;
void render() override;
void setPostFXParams(const PostFXParams& params) override;
void setVSync(bool vsync) override;
void setPreferredDriver(const std::string& driver) override { preferred_driver_ = driver; }
void cleanup() override;
// Allibera la finestra del device sense destruir el device. Cal cridar-ho
// abans de SDL_DestroyWindow perquè el VkSurface tancat no sobrevisca la
// finestra de Wayland (vkDestroyInstance cridaria Wayland amb surface invàlida).
void releaseWindow();
[[nodiscard]] auto isReady() const -> bool override { return is_ready_; }
[[nodiscard]] auto getDriverName() const -> std::string override { return driver_name_; }
private:
auto createDevice() -> bool;
auto createShaders() -> bool;
auto createPipeline() -> bool;
auto createResources() -> bool;
[[nodiscard]] auto bestPresentMode(bool vsync) const -> SDL_GPUPresentMode;
SDL_Window* window_{nullptr};
SDL_GPUDevice* device_{nullptr};
SDL_GPUShader* vertex_shader_{nullptr};
SDL_GPUShader* fragment_shader_{nullptr};
SDL_GPUGraphicsPipeline* pipeline_{nullptr};
SDL_GPUTexture* scene_texture_{nullptr};
SDL_GPUTransferBuffer* upload_buffer_{nullptr};
SDL_GPUSampler* sampler_{nullptr};
PostFXUniforms uniforms_{
.vignette_strength = 0.0F,
.chroma_strength = 0.0F,
.scanline_strength = 0.0F,
.screen_height = 0.0F,
.mask_strength = 0.0F,
.gamma_strength = 0.0F,
.curvature = 0.0F,
.bleeding = 0.0F,
.pixel_scale = 1.0F,
.time = 0.0F,
.oversample = 1.0F,
.flicker = 0.0F,
};
int game_width_{0};
int game_height_{0};
std::string preferred_driver_;
std::string driver_name_;
bool vsync_{true};
bool is_ready_{false};
};
} // namespace Rendering
@@ -0,0 +1,6 @@
---
# Els headers SPIR-V són generats per glslc via tools/shaders/compile_spirv.cmake
# i usen noms `kpostfx_*` com a convenció del pipeline de shaders (no és el nostre
# naming). Desactivem les comprovacions de naming per a aquest directori.
Checks: '-readability-identifier-naming,-readability-identifier-length'
HeaderFilterRegex: '^$'
File diff suppressed because it is too large. Load diff
File diff suppressed because it is too large. Load diff
+63
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@@ -0,0 +1,63 @@
#pragma once
#include <SDL3/SDL.h>
#include <cstdint>
#include <string>
namespace Rendering {
// Paràmetres d'intensitat dels efectes PostFX. Amb tot a 0 el shader
// actua com un passthrough. Els presets els omplen en fases futures.
struct PostFXParams {
float vignette{0.0F};
float scanlines{0.0F};
float chroma{0.0F};
float mask{0.0F};
float gamma{0.0F};
float curvature{0.0F};
float bleeding{0.0F};
float flicker{0.0F};
};
// Interfície abstracta per a backends de renderitzat per GPU.
// Per ara, l'única implementació és SDL3GPUShader. Un backend
// alternatiu (p.ex. OpenGL o dummy) podria afegir-se més endavant.
class ShaderBackend {
public:
ShaderBackend() = default;
virtual ~ShaderBackend() = default;
ShaderBackend(const ShaderBackend&) = delete;
ShaderBackend(ShaderBackend&&) = delete;
auto operator=(const ShaderBackend&) -> ShaderBackend& = delete;
auto operator=(ShaderBackend&&) -> ShaderBackend& = delete;
// Crea device, pipeline, textura i sampler a partir de la finestra
// i la resolució del canvas del joc. Retorna false si la GPU no
// està disponible (el Screen farà fallback al SDL_Renderer).
virtual auto init(SDL_Window* window, int game_width, int game_height) -> bool = 0;
// Copia píxels ARGB8888 des de CPU cap al buffer de transferència.
virtual void uploadPixels(const std::uint32_t* pixels, int width, int height) = 0;
// Executa el pas de renderitzat (copy pass + PostFX → swapchain + present).
virtual void render() = 0;
// Actualitza els uniforms de PostFX per al pròxim render().
virtual void setPostFXParams(const PostFXParams& params) = 0;
// Canvia el mode de presentació (VSYNC/IMMEDIATE/MAILBOX) en calent.
virtual void setVSync(bool vsync) = 0;
// Fixa el driver preferit (buit = automàtic). S'ha de cridar abans d'init().
virtual void setPreferredDriver(const std::string& driver) = 0;
// Destrueix tots els recursos GPU (pipeline, textura, buffer, sampler, device).
virtual void cleanup() = 0;
[[nodiscard]] virtual auto isReady() const -> bool = 0;
[[nodiscard]] virtual auto getDriverName() const -> std::string = 0;
};
} // namespace Rendering
+8 -11
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@@ -22,13 +22,6 @@ Director::Director() {
std::fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
}
// Registrem SDL_Quit ABANS de tocar cap singleton: així el handler atexit
// s'executa DESPRÉS dels destructors estàtics de Screen i Cache (atexit
// registrat abans de la construcció d'un objecte estàtic corre després
// del seu destructor). Sense açò, Screen::~Screen cridaria SDL_Destroy*
// amb SDL ja apagat → caos de destrucció clàssic.
std::atexit(+[] { SDL_Quit(); });
// Prepara la carpeta de sistema (~/.config/jailgames/aee_2026/) i carrega
// les opcions; si no existeix config.yaml el crea amb els defaults.
createSystemFolder();
@@ -37,9 +30,8 @@ Director::Director() {
std::cerr << "Director: no s'ha pogut carregar ni desar config.yaml a " << system_folder_ << '\n';
}
// Forcem la construcció dels singletons en l'ordre desitjat: primer
// Screen (necessari per a renderitzar), després Cache. La destrucció
// estàtica anirà LIFO: Cache primer, Screen últim.
// Screen es configura ara (subsystem + finestra + GPU/renderer); la seua
// destrucció la fa aquest Director (veure ~Director). Res de static dtor.
Screen::get().configure(Options::buildScreenConfig());
(void)Resource::Cache::get();
@@ -48,8 +40,13 @@ Director::Director() {
}
Director::~Director() {
// Ordre imprescindible: primer l'escena (pot tenir recursos), després
// Screen (GPU device, finestra, subsystem de vídeo), i finalment SDL_Quit.
// Fer-ho així -- NO via atexit -- evita crashes a vkDestroyInstance quan
// el runtime desfà les llibreries abans que corren els destructors estàtics.
current_scene_.reset();
// SDL_Quit corre via atexit; els singletons via destrucció estàtica.
Screen::get().shutdown();
SDL_Quit();
}
void Director::createSystemFolder() {