Shader CRT-Pi alternatiu en pipeline separat; selecció via config + presets (v0.6.0)

This commit is contained in:
JailDesigner committed 2026-04-18 23:16:17 +02:00
1 parent 26b4d9e610
commit ce5bec1b34
16 files changed
+11205 -8

No files matched your search

+12
View File
@@ -142,6 +142,18 @@ void Screen::applyPostFXParams(const Rendering::PostFXParams& params) {
}
}
void Screen::setActiveShader(Rendering::ShaderType type) {
if (shader_backend_ != nullptr) {
shader_backend_->setActiveShader(type);
}
}
void Screen::applyCrtPiParams(const Rendering::CrtPiParams& params) {
if (shader_backend_ != nullptr) {
shader_backend_->setCrtPiParams(params);
}
}
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);
+6
View File
@@ -48,6 +48,12 @@ class Screen {
// SDL_Renderer (fallback) o si encara no hi ha backend.
void applyPostFXParams(const Rendering::PostFXParams& params);
// Selecciona el shader actiu (PostFX o CrtPi). No-op al path fallback.
void setActiveShader(Rendering::ShaderType type);
// Reenvia paràmetres CrtPi al backend GPU. No-op al path fallback.
void applyCrtPiParams(const Rendering::CrtPiParams& params);
void clear(std::uint8_t r = 0, std::uint8_t g = 0, std::uint8_t b = 0);
void present();
@@ -0,0 +1,311 @@
#include "core/rendering/sdl3gpu/pipelines/crtpi_pipeline.hpp"
#include <cstring>
#include <iostream>
#ifndef __APPLE__
#include "core/rendering/sdl3gpu/spv/crtpi_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
#endif
namespace {
#ifdef __APPLE__
// NOLINTBEGIN(readability-identifier-naming)
const char* CRTPI_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* CRTPI_FRAG_MSL_ = R"(
#include <metal_stdlib>
using namespace metal;
struct PostVOut {
float4 pos [[position]];
float2 uv;
};
struct CrtPiUniforms {
float scanline_weight;
float scanline_gap_brightness;
float bloom_factor;
float input_gamma;
float output_gamma;
float mask_brightness;
float curvature_x;
float curvature_y;
int mask_type;
int enable_scanlines;
int enable_multisample;
int enable_gamma;
int enable_curvature;
int enable_sharper;
float texture_width;
float texture_height;
};
static float2 crtpi_distort(float2 coord, float2 screen_scale, float cx, float cy) {
float2 curvature = float2(cx, cy);
float2 barrel_scale = 1.0f - (0.23f * curvature);
coord *= screen_scale;
coord -= 0.5f;
float rsq = coord.x * coord.x + coord.y * coord.y;
coord += coord * (curvature * rsq);
coord *= barrel_scale;
if (abs(coord.x) >= 0.5f || abs(coord.y) >= 0.5f) { return float2(-1.0f); }
coord += 0.5f;
coord /= screen_scale;
return coord;
}
static float crtpi_scan_weight(float dist, float sw, float gap) {
return max(1.0f - dist * dist * sw, gap);
}
static float crtpi_scan_line(float dy, float filter_w, float sw, float gap, bool ms) {
float w = crtpi_scan_weight(dy, sw, gap);
if (ms) {
w += crtpi_scan_weight(dy - filter_w, sw, gap);
w += crtpi_scan_weight(dy + filter_w, sw, gap);
w *= 0.3333333f;
}
return w;
}
fragment float4 crtpi_fs(PostVOut in [[stage_in]],
texture2d<float> tex [[texture(0)]],
sampler samp [[sampler(0)]],
constant CrtPiUniforms& u [[buffer(0)]]) {
float2 tex_size = float2(u.texture_width, u.texture_height);
float filter_width = (768.0f / u.texture_height) / 3.0f;
float2 texcoord = in.uv;
if (u.enable_curvature != 0) {
texcoord = crtpi_distort(texcoord, float2(1.0f, 1.0f), u.curvature_x, u.curvature_y);
if (texcoord.x < 0.0f) { return float4(0.0f, 0.0f, 0.0f, 1.0f); }
}
float2 coord_in_pixels = texcoord * tex_size;
float2 tc;
float scan_weight;
if (u.enable_sharper != 0) {
float2 temp = floor(coord_in_pixels) + 0.5f;
tc = temp / tex_size;
float2 deltas = coord_in_pixels - temp;
scan_weight = crtpi_scan_line(deltas.y, filter_width, u.scanline_weight, u.scanline_gap_brightness, u.enable_multisample != 0);
float2 signs = sign(deltas);
deltas.x *= 2.0f;
deltas = deltas * deltas;
deltas.y = deltas.y * deltas.y;
deltas.x *= 0.5f;
deltas.y *= 8.0f;
deltas /= tex_size;
deltas *= signs;
tc = tc + deltas;
} else {
float temp_y = floor(coord_in_pixels.y) + 0.5f;
float y_coord = temp_y / tex_size.y;
float dy = coord_in_pixels.y - temp_y;
scan_weight = crtpi_scan_line(dy, filter_width, u.scanline_weight, u.scanline_gap_brightness, u.enable_multisample != 0);
float sign_y = sign(dy);
dy = dy * dy;
dy = dy * dy;
dy *= 8.0f;
dy /= tex_size.y;
dy *= sign_y;
tc = float2(texcoord.x, y_coord + dy);
}
float3 colour = tex.sample(samp, tc).rgb;
if (u.enable_scanlines != 0) {
if (u.enable_gamma != 0) { colour = pow(colour, float3(u.input_gamma)); }
colour *= scan_weight * u.bloom_factor;
if (u.enable_gamma != 0) { colour = pow(colour, float3(1.0f / u.output_gamma)); }
}
if (u.mask_type == 1) {
float wm = fract(in.pos.x * 0.5f);
float3 mask = (wm < 0.5f) ? float3(u.mask_brightness, 1.0f, u.mask_brightness)
: float3(1.0f, u.mask_brightness, 1.0f);
colour *= mask;
} else if (u.mask_type == 2) {
float wm = fract(in.pos.x * 0.3333333f);
float3 mask = float3(u.mask_brightness);
if (wm < 0.3333333f) mask.x = 1.0f;
else if (wm < 0.6666666f) mask.y = 1.0f;
else mask.z = 1.0f;
colour *= mask;
}
return float4(colour, 1.0f);
}
)";
// NOLINTEND(readability-identifier-naming)
#endif
// Helpers per a crear shaders. Duplicats en cada pipeline per mantindre els
// fitxers autònoms — són funcions trivials i no val la pena un header compartit.
#ifdef __APPLE__
auto createShaderMSL(SDL_GPUDevice* device,
const char* msl_source,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 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,
Uint32 num_samplers,
Uint32 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 {
CrtPiPipeline::~CrtPiPipeline() { cleanup(); }
auto CrtPiPipeline::init(SDL_GPUDevice* device, SDL_Window* window) -> bool {
device_ = device;
#ifdef __APPLE__
SDL_GPUShader* vert = createShaderMSL(device_, CRTPI_VERT_MSL_, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* frag = createShaderMSL(device_, CRTPI_FRAG_MSL_, "crtpi_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#else
SDL_GPUShader* vert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
SDL_GPUShader* frag = createShaderSPIRV(device_, kcrtpi_frag_spv, kcrtpi_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
#endif
if (vert == nullptr || frag == nullptr) {
std::cerr << "CrtPiPipeline: creació de shaders fallida: " << SDL_GetError() << '\n';
if (vert != nullptr) { SDL_ReleaseGPUShader(device_, vert); }
if (frag != nullptr) { SDL_ReleaseGPUShader(device_, frag); }
return false;
}
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 = vert;
info.fragment_shader = frag;
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);
// El pipeline manté la seua propia referència als shaders; podem
// alliberar-los immediatament.
SDL_ReleaseGPUShader(device_, vert);
SDL_ReleaseGPUShader(device_, frag);
if (pipeline_ == nullptr) {
std::cerr << "CrtPiPipeline: creació del pipeline ha fallat: " << SDL_GetError() << '\n';
return false;
}
return true;
}
void CrtPiPipeline::cleanup() {
if (device_ != nullptr && pipeline_ != nullptr) {
SDL_ReleaseGPUGraphicsPipeline(device_, pipeline_);
pipeline_ = nullptr;
}
device_ = nullptr;
}
void CrtPiPipeline::setParams(const CrtPiParams& params) {
uniforms_.scanline_weight = params.scanline_weight;
uniforms_.scanline_gap_brightness = params.scanline_gap_brightness;
uniforms_.bloom_factor = params.bloom_factor;
uniforms_.input_gamma = params.input_gamma;
uniforms_.output_gamma = params.output_gamma;
uniforms_.mask_brightness = params.mask_brightness;
uniforms_.curvature_x = params.curvature_x;
uniforms_.curvature_y = params.curvature_y;
uniforms_.mask_type = params.mask_type;
uniforms_.enable_scanlines = params.enable_scanlines ? 1 : 0;
uniforms_.enable_multisample = params.enable_multisample ? 1 : 0;
uniforms_.enable_gamma = params.enable_gamma ? 1 : 0;
uniforms_.enable_curvature = params.enable_curvature ? 1 : 0;
uniforms_.enable_sharper = params.enable_sharper ? 1 : 0;
}
void CrtPiPipeline::render(SDL_GPUCommandBuffer* cmd,
SDL_GPUTexture* swapchain,
SDL_GPUTexture* scene,
SDL_GPUSampler* sampler,
int game_width,
int game_height) {
if (pipeline_ == nullptr) { return; }
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) { return; }
SDL_BindGPUGraphicsPipeline(pass, pipeline_);
SDL_GPUTextureSamplerBinding binding{};
binding.texture = scene;
binding.sampler = sampler;
SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
// Injectem la mida del canvas per al shader (usada en el filtrat analític).
uniforms_.texture_width = static_cast<float>(game_width);
uniforms_.texture_height = static_cast<float>(game_height);
SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(CrtPiUniforms));
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
SDL_EndGPURenderPass(pass);
}
} // namespace Rendering
@@ -0,0 +1,85 @@
#pragma once
#include <SDL3/SDL.h>
#include <SDL3/SDL_gpu.h>
#include "core/rendering/shader_backend.hpp"
// Uniforms del shader CRT-Pi. 4 × vec4 (64 bytes) per a alineament Metal/Vulkan.
struct CrtPiUniforms {
// vec4 #0
float scanline_weight;
float scanline_gap_brightness;
float bloom_factor;
float input_gamma;
// vec4 #1
float output_gamma;
float mask_brightness;
float curvature_x;
float curvature_y;
// vec4 #2
int mask_type;
int enable_scanlines;
int enable_multisample;
int enable_gamma;
// vec4 #3
int enable_curvature;
int enable_sharper;
float texture_width;
float texture_height;
};
namespace Rendering {
// Pipeline dedicat al shader CRT-Pi. Separat del PostFX perquè usa uniforms
// i un fragment shader diferents. Comparteix el mateix vertex shader de
// fullscreen-triangle (es carrega de nou internament; els shaders es
// destrueixen en acabar la creació del pipeline, i la pipeline en manté la
// referència). Renderitza directament al swapchain, sense SS ni Lanczos.
class CrtPiPipeline {
public:
CrtPiPipeline() = default;
~CrtPiPipeline();
CrtPiPipeline(const CrtPiPipeline&) = delete;
CrtPiPipeline(CrtPiPipeline&&) = delete;
auto operator=(const CrtPiPipeline&) -> CrtPiPipeline& = delete;
auto operator=(CrtPiPipeline&&) -> CrtPiPipeline& = delete;
auto init(SDL_GPUDevice* device, SDL_Window* window) -> bool;
void cleanup();
void setParams(const CrtPiParams& params);
void render(SDL_GPUCommandBuffer* cmd,
SDL_GPUTexture* swapchain,
SDL_GPUTexture* scene,
SDL_GPUSampler* sampler,
int game_width,
int game_height);
private:
SDL_GPUDevice* device_{nullptr};
SDL_GPUGraphicsPipeline* pipeline_{nullptr};
CrtPiUniforms uniforms_{
.scanline_weight = 6.0F,
.scanline_gap_brightness = 0.12F,
.bloom_factor = 3.5F,
.input_gamma = 2.4F,
.output_gamma = 2.2F,
.mask_brightness = 0.80F,
.curvature_x = 0.05F,
.curvature_y = 0.10F,
.mask_type = 2,
.enable_scanlines = 1,
.enable_multisample = 1,
.enable_gamma = 1,
.enable_curvature = 0,
.enable_sharper = 0,
.texture_width = 0.0F,
.texture_height = 0.0F,
};
};
} // namespace Rendering
@@ -222,6 +222,13 @@ namespace Rendering {
cleanup();
return false;
}
// El pipeline CrtPi es crea sempre — l'usuari pot alternar en calent
// via setActiveShader() sense tornar a init'ar la GPU.
crtpi_pipeline_ = std::make_unique<CrtPiPipeline>();
if (!crtpi_pipeline_->init(device_, window_)) {
cleanup();
return false;
}
is_ready_ = true;
return true;
@@ -361,6 +368,13 @@ namespace Rendering {
return;
}
// 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_);
SDL_SubmitGPUCommandBuffer(cmd);
return;
}
uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
SDL_GPUColorTargetInfo color_target{};
@@ -386,6 +400,12 @@ namespace Rendering {
SDL_SubmitGPUCommandBuffer(cmd);
}
void SDL3GPUShader::setCrtPiParams(const CrtPiParams& params) {
if (crtpi_pipeline_ != nullptr) {
crtpi_pipeline_->setParams(params);
}
}
void SDL3GPUShader::setPostFXParams(const PostFXParams& params) {
uniforms_.vignette_strength = params.vignette;
uniforms_.scanline_strength = params.scanlines;
@@ -430,6 +450,9 @@ namespace Rendering {
if (device_ != nullptr) {
SDL_WaitForGPUIdle(device_);
// El pipeline CrtPi ha d'alliberar-se mentre el device segueix viu.
crtpi_pipeline_.reset();
if (pipeline_ != nullptr) {
SDL_ReleaseGPUGraphicsPipeline(device_, pipeline_);
pipeline_ = nullptr;
@@ -4,8 +4,10 @@
#include <SDL3/SDL_gpu.h>
#include <cstdint>
#include <memory>
#include <string>
#include "core/rendering/sdl3gpu/pipelines/crtpi_pipeline.hpp"
#include "core/rendering/shader_backend.hpp"
// Uniforms enviats al fragment stage cada frame.
@@ -48,6 +50,8 @@ namespace Rendering {
void uploadPixels(const std::uint32_t* pixels, int width, int height) override;
void render() override;
void setPostFXParams(const PostFXParams& params) override;
void setActiveShader(ShaderType type) override { active_shader_ = type; }
void setCrtPiParams(const CrtPiParams& params) override;
void setVSync(bool vsync) override;
void setPreferredDriver(const std::string& driver) override { preferred_driver_ = driver; }
void cleanup() override;
@@ -75,6 +79,8 @@ namespace Rendering {
SDL_GPUTexture* scene_texture_{nullptr};
SDL_GPUTransferBuffer* upload_buffer_{nullptr};
SDL_GPUSampler* sampler_{nullptr};
std::unique_ptr<CrtPiPipeline> crtpi_pipeline_;
ShaderType active_shader_{ShaderType::POSTFX};
PostFXUniforms uniforms_{
.vignette_strength = 0.0F,
File diff suppressed because it is too large. Load diff
+28
View File
@@ -7,6 +7,10 @@
namespace Rendering {
// Shader de post-procés actiu. El backend escull el pipeline corresponent.
enum class ShaderType : std::uint8_t { POSTFX,
CRTPI };
// 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 {
@@ -20,6 +24,24 @@ namespace Rendering {
float flicker{0.0F};
};
// Paràmetres del shader CRT-Pi (algoritme de scanlines amb pesos gaussians).
struct CrtPiParams {
float scanline_weight{6.0F};
float scanline_gap_brightness{0.12F};
float bloom_factor{3.5F};
float input_gamma{2.4F};
float output_gamma{2.2F};
float mask_brightness{0.80F};
float curvature_x{0.05F};
float curvature_y{0.10F};
int mask_type{2}; // 0=cap, 1=verd/magenta, 2=RGB fòsfor
bool enable_scanlines{true};
bool enable_multisample{true};
bool enable_gamma{true};
bool enable_curvature{false};
bool enable_sharper{false};
};
// 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.
@@ -47,6 +69,12 @@ namespace Rendering {
// Actualitza els uniforms de PostFX per al pròxim render().
virtual void setPostFXParams(const PostFXParams& params) = 0;
// Selecciona quin shader aplica a la pròxima crida a render().
virtual void setActiveShader(ShaderType type) = 0;
// Actualitza els uniforms del shader CRT-Pi per al pròxim render().
virtual void setCrtPiParams(const CrtPiParams& params) = 0;
// Canvia el mode de presentació (VSYNC/IMMEDIATE/MAILBOX) en calent.
virtual void setVSync(bool vsync) = 0;
+7
View File
@@ -37,11 +37,18 @@ Director::Director() {
if (!Options::loadPostFXFromFile()) {
std::cerr << "Director: no s'ha pogut carregar ni desar postfx.yaml.\n";
}
// Presets del shader CRT-Pi (shaders/crtpi.yaml).
Options::setCrtPiFile(system_folder_ + Defaults::Video::CRTPI_FILE);
if (!Options::loadCrtPiFromFile()) {
std::cerr << "Director: no s'ha pogut carregar ni desar crtpi.yaml.\n";
}
// 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());
Screen::get().setActiveShader(Options::buildActiveShader());
Screen::get().applyPostFXParams(Options::buildPostFXParams());
Screen::get().applyCrtPiParams(Options::buildCrtPiParams());
(void)Resource::Cache::get();
current_scene_ = std::make_unique<GameScene>();