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

@@ -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;