Shader CRT-Pi alternatiu en pipeline separat; selecció via config + presets (v0.6.0)
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#include "core/rendering/sdl3gpu/pipelines/crtpi_pipeline.hpp"
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#include <cstring>
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#include <iostream>
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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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#endif
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namespace {
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#ifdef __APPLE__
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// NOLINTBEGIN(readability-identifier-naming)
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const char* CRTPI_VERT_MSL_ = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct PostVOut {
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float4 pos [[position]];
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float2 uv;
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};
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vertex PostVOut postfx_vs(uint vid [[vertex_id]]) {
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const float2 positions[3] = { {-1.0, -1.0}, {3.0, -1.0}, {-1.0, 3.0} };
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const float2 uvs[3] = { { 0.0, 1.0}, {2.0, 1.0}, { 0.0,-1.0} };
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PostVOut out;
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out.pos = float4(positions[vid], 0.0, 1.0);
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out.uv = uvs[vid];
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return out;
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}
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)";
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const char* CRTPI_FRAG_MSL_ = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct PostVOut {
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float4 pos [[position]];
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float2 uv;
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};
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struct CrtPiUniforms {
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float scanline_weight;
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float scanline_gap_brightness;
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float bloom_factor;
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float input_gamma;
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float output_gamma;
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float mask_brightness;
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float curvature_x;
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float curvature_y;
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int mask_type;
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int enable_scanlines;
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int enable_multisample;
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int enable_gamma;
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int enable_curvature;
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int enable_sharper;
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float texture_width;
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float texture_height;
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};
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static float2 crtpi_distort(float2 coord, float2 screen_scale, float cx, float cy) {
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float2 curvature = float2(cx, cy);
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float2 barrel_scale = 1.0f - (0.23f * curvature);
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coord *= screen_scale;
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coord -= 0.5f;
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (curvature * rsq);
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coord *= barrel_scale;
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if (abs(coord.x) >= 0.5f || abs(coord.y) >= 0.5f) { return float2(-1.0f); }
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coord += 0.5f;
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coord /= screen_scale;
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return coord;
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}
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static float crtpi_scan_weight(float dist, float sw, float gap) {
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return max(1.0f - dist * dist * sw, gap);
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}
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static float crtpi_scan_line(float dy, float filter_w, float sw, float gap, bool ms) {
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float w = crtpi_scan_weight(dy, sw, gap);
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if (ms) {
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w += crtpi_scan_weight(dy - filter_w, sw, gap);
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w += crtpi_scan_weight(dy + filter_w, sw, gap);
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w *= 0.3333333f;
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}
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return w;
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}
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fragment float4 crtpi_fs(PostVOut in [[stage_in]],
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texture2d<float> tex [[texture(0)]],
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sampler samp [[sampler(0)]],
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constant CrtPiUniforms& u [[buffer(0)]]) {
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float2 tex_size = float2(u.texture_width, u.texture_height);
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float filter_width = (768.0f / u.texture_height) / 3.0f;
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float2 texcoord = in.uv;
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if (u.enable_curvature != 0) {
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texcoord = crtpi_distort(texcoord, float2(1.0f, 1.0f), u.curvature_x, u.curvature_y);
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if (texcoord.x < 0.0f) { return float4(0.0f, 0.0f, 0.0f, 1.0f); }
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}
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float2 coord_in_pixels = texcoord * tex_size;
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float2 tc;
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float scan_weight;
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if (u.enable_sharper != 0) {
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float2 temp = floor(coord_in_pixels) + 0.5f;
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tc = temp / tex_size;
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float2 deltas = coord_in_pixels - temp;
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scan_weight = crtpi_scan_line(deltas.y, filter_width, u.scanline_weight, u.scanline_gap_brightness, u.enable_multisample != 0);
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float2 signs = sign(deltas);
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deltas.x *= 2.0f;
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deltas = deltas * deltas;
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deltas.y = deltas.y * deltas.y;
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deltas.x *= 0.5f;
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deltas.y *= 8.0f;
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deltas /= tex_size;
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deltas *= signs;
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tc = tc + deltas;
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} else {
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float temp_y = floor(coord_in_pixels.y) + 0.5f;
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float y_coord = temp_y / tex_size.y;
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float dy = coord_in_pixels.y - temp_y;
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scan_weight = crtpi_scan_line(dy, filter_width, u.scanline_weight, u.scanline_gap_brightness, u.enable_multisample != 0);
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float sign_y = sign(dy);
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dy = dy * dy;
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dy = dy * dy;
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dy *= 8.0f;
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dy /= tex_size.y;
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dy *= sign_y;
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tc = float2(texcoord.x, y_coord + dy);
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}
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float3 colour = tex.sample(samp, tc).rgb;
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if (u.enable_scanlines != 0) {
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if (u.enable_gamma != 0) { colour = pow(colour, float3(u.input_gamma)); }
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colour *= scan_weight * u.bloom_factor;
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if (u.enable_gamma != 0) { colour = pow(colour, float3(1.0f / u.output_gamma)); }
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}
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if (u.mask_type == 1) {
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float wm = fract(in.pos.x * 0.5f);
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float3 mask = (wm < 0.5f) ? float3(u.mask_brightness, 1.0f, u.mask_brightness)
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: float3(1.0f, u.mask_brightness, 1.0f);
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colour *= mask;
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} else if (u.mask_type == 2) {
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float wm = fract(in.pos.x * 0.3333333f);
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float3 mask = float3(u.mask_brightness);
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if (wm < 0.3333333f) mask.x = 1.0f;
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else if (wm < 0.6666666f) mask.y = 1.0f;
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else mask.z = 1.0f;
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colour *= mask;
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}
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return float4(colour, 1.0f);
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}
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)";
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// NOLINTEND(readability-identifier-naming)
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#endif
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// Helpers per a crear shaders. Duplicats en cada pipeline per mantindre els
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// fitxers autònoms — són funcions trivials i no val la pena un header compartit.
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#ifdef __APPLE__
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auto createShaderMSL(SDL_GPUDevice* device,
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const char* msl_source,
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const char* entrypoint,
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SDL_GPUShaderStage stage,
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Uint32 num_samplers,
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Uint32 num_uniform_buffers) -> SDL_GPUShader* {
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SDL_GPUShaderCreateInfo info{};
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info.code = reinterpret_cast<const Uint8*>(msl_source);
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info.code_size = std::strlen(msl_source) + 1;
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info.entrypoint = entrypoint;
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info.format = SDL_GPU_SHADERFORMAT_MSL;
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info.stage = stage;
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info.num_samplers = num_samplers;
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info.num_uniform_buffers = num_uniform_buffers;
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return SDL_CreateGPUShader(device, &info);
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}
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#else
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auto createShaderSPIRV(SDL_GPUDevice* device,
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const std::uint8_t* spv_code,
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std::size_t spv_size,
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const char* entrypoint,
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SDL_GPUShaderStage stage,
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Uint32 num_samplers,
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Uint32 num_uniform_buffers) -> SDL_GPUShader* {
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SDL_GPUShaderCreateInfo info{};
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info.code = spv_code;
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info.code_size = spv_size;
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info.entrypoint = entrypoint;
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info.format = SDL_GPU_SHADERFORMAT_SPIRV;
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info.stage = stage;
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info.num_samplers = num_samplers;
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info.num_uniform_buffers = num_uniform_buffers;
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return SDL_CreateGPUShader(device, &info);
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}
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#endif
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} // namespace
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namespace Rendering {
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CrtPiPipeline::~CrtPiPipeline() { cleanup(); }
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auto CrtPiPipeline::init(SDL_GPUDevice* device, SDL_Window* window) -> bool {
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device_ = device;
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#ifdef __APPLE__
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SDL_GPUShader* vert = createShaderMSL(device_, CRTPI_VERT_MSL_, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* frag = createShaderMSL(device_, CRTPI_FRAG_MSL_, "crtpi_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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#else
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SDL_GPUShader* vert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* frag = createShaderSPIRV(device_, kcrtpi_frag_spv, kcrtpi_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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#endif
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if (vert == nullptr || frag == nullptr) {
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std::cerr << "CrtPiPipeline: creació de shaders fallida: " << SDL_GetError() << '\n';
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if (vert != nullptr) { SDL_ReleaseGPUShader(device_, vert); }
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if (frag != nullptr) { SDL_ReleaseGPUShader(device_, frag); }
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return false;
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}
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const SDL_GPUTextureFormat SWAPCHAIN_FORMAT = SDL_GetGPUSwapchainTextureFormat(device_, window);
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SDL_GPUColorTargetBlendState no_blend{};
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SDL_GPUColorTargetDescription color_target{};
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color_target.format = SWAPCHAIN_FORMAT;
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color_target.blend_state = no_blend;
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SDL_GPUGraphicsPipelineCreateInfo info{};
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info.vertex_shader = vert;
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info.fragment_shader = frag;
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info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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info.target_info.num_color_targets = 1;
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info.target_info.color_target_descriptions = &color_target;
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pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &info);
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// El pipeline manté la seua propia referència als shaders; podem
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// alliberar-los immediatament.
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SDL_ReleaseGPUShader(device_, vert);
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SDL_ReleaseGPUShader(device_, frag);
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if (pipeline_ == nullptr) {
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std::cerr << "CrtPiPipeline: creació del pipeline ha fallat: " << SDL_GetError() << '\n';
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return false;
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}
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return true;
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}
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void CrtPiPipeline::cleanup() {
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if (device_ != nullptr && pipeline_ != nullptr) {
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SDL_ReleaseGPUGraphicsPipeline(device_, pipeline_);
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pipeline_ = nullptr;
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}
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device_ = nullptr;
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}
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void CrtPiPipeline::setParams(const CrtPiParams& params) {
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uniforms_.scanline_weight = params.scanline_weight;
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uniforms_.scanline_gap_brightness = params.scanline_gap_brightness;
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uniforms_.bloom_factor = params.bloom_factor;
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uniforms_.input_gamma = params.input_gamma;
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uniforms_.output_gamma = params.output_gamma;
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uniforms_.mask_brightness = params.mask_brightness;
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uniforms_.curvature_x = params.curvature_x;
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uniforms_.curvature_y = params.curvature_y;
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uniforms_.mask_type = params.mask_type;
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uniforms_.enable_scanlines = params.enable_scanlines ? 1 : 0;
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uniforms_.enable_multisample = params.enable_multisample ? 1 : 0;
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uniforms_.enable_gamma = params.enable_gamma ? 1 : 0;
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uniforms_.enable_curvature = params.enable_curvature ? 1 : 0;
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uniforms_.enable_sharper = params.enable_sharper ? 1 : 0;
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}
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void CrtPiPipeline::render(SDL_GPUCommandBuffer* cmd,
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SDL_GPUTexture* swapchain,
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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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if (pipeline_ == nullptr) { return; }
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SDL_GPUColorTargetInfo color_target{};
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color_target.texture = swapchain;
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color_target.load_op = SDL_GPU_LOADOP_CLEAR;
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color_target.store_op = SDL_GPU_STOREOP_STORE;
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color_target.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
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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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SDL_BindGPUGraphicsPipeline(pass, pipeline_);
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SDL_GPUTextureSamplerBinding binding{};
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binding.texture = scene;
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binding.sampler = sampler;
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SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
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// Injectem la mida del canvas per al shader (usada en el filtrat analític).
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uniforms_.texture_width = static_cast<float>(game_width);
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uniforms_.texture_height = static_cast<float>(game_height);
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SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(CrtPiUniforms));
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SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
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SDL_EndGPURenderPass(pass);
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}
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} // namespace Rendering
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@@ -0,0 +1,85 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_gpu.h>
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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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struct CrtPiUniforms {
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// vec4 #0
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float scanline_weight;
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float scanline_gap_brightness;
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float bloom_factor;
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float input_gamma;
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// vec4 #1
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float output_gamma;
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float mask_brightness;
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float curvature_x;
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float curvature_y;
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// vec4 #2
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int mask_type;
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int enable_scanlines;
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int enable_multisample;
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int enable_gamma;
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// vec4 #3
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int enable_curvature;
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int enable_sharper;
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float texture_width;
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float texture_height;
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};
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namespace Rendering {
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// Pipeline dedicat al shader CRT-Pi. Separat del PostFX perquè usa uniforms
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// i un fragment shader diferents. Comparteix el mateix vertex shader de
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// fullscreen-triangle (es carrega de nou internament; els shaders es
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// destrueixen en acabar la creació del pipeline, i la pipeline en manté la
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// referència). Renderitza directament al swapchain, sense SS ni Lanczos.
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class CrtPiPipeline {
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public:
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CrtPiPipeline() = default;
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~CrtPiPipeline();
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CrtPiPipeline(const CrtPiPipeline&) = delete;
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CrtPiPipeline(CrtPiPipeline&&) = delete;
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auto operator=(const CrtPiPipeline&) -> CrtPiPipeline& = delete;
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auto operator=(CrtPiPipeline&&) -> CrtPiPipeline& = delete;
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auto init(SDL_GPUDevice* device, SDL_Window* window) -> bool;
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void cleanup();
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void setParams(const CrtPiParams& params);
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void render(SDL_GPUCommandBuffer* cmd,
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SDL_GPUTexture* swapchain,
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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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private:
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SDL_GPUDevice* device_{nullptr};
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SDL_GPUGraphicsPipeline* pipeline_{nullptr};
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CrtPiUniforms uniforms_{
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.scanline_weight = 6.0F,
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.scanline_gap_brightness = 0.12F,
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.bloom_factor = 3.5F,
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.input_gamma = 2.4F,
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.output_gamma = 2.2F,
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.mask_brightness = 0.80F,
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.curvature_x = 0.05F,
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.curvature_y = 0.10F,
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.mask_type = 2,
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.enable_scanlines = 1,
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.enable_multisample = 1,
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.enable_gamma = 1,
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.enable_curvature = 0,
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.enable_sharper = 0,
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.texture_width = 0.0F,
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.texture_height = 0.0F,
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};
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};
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} // namespace Rendering
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