refactor(core/rendering): deduplicar Surface::render via delegació (DUP-02)

Surface::render i Surface::renderWithColorReplace compartien ~30 línies
del bucle de blit (clipping, flip, transparent check, escriptura ARGB) i
només diferien en l'ARGB final. Ara render() delega a la versió amb
remap passant source==target==transparent_color_: qualsevol píxel opac
té COLOR != source_color (els transparents ja s'han filtrat), per tant
REMAPPED == sub_palette_[COLOR] — resultat idèntic al path original.

Verificat amb make build + smoke test de 5s sota xvfb-run (exit 124 =
timeout sencer, sense crash).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
JailDesignerandClaude Opus 4.7 committed 2026-04-20 09:19:09 +02:00
1 parent 9395520a23
commit d479475dcf
2 files changed
+9 -29

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+4 -3
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@@ -19,7 +19,7 @@ Los IDs se mantienen estables una vez asignados. Cada entrada apunta al(los) fic
| ID | Título | Estado | | ID | Título | Estado |
|----|--------|--------| |----|--------|--------|
| COUP-01 | Inversión de dependencia `core/rendering → game/*` | DONE | | COUP-01 | Inversión de dependencia `core/rendering → game/*` | DONE |
| DUP-02 | `Surface::render` / `renderWithColorReplace` duplicados | PENDING | | DUP-02 | `Surface::render` / `renderWithColorReplace` duplicados | DONE |
| CONV-03 | Shaders MSL como raw strings en `.cpp` + helpers duplicados | PENDING | | CONV-03 | Shaders MSL como raw strings en `.cpp` + helpers duplicados | PENDING |
| DUP-03 | Familia `Text::write*` con bucle UTF-8 repetido 5 veces | PENDING | | DUP-03 | Familia `Text::write*` con bucle UTF-8 repetido 5 veces | PENDING |
| COUP-02 | `Screen` instancia `SDL3GPUShader` directamente + `Surface` → `Screen::get()` | PENDING | | COUP-02 | `Screen` instancia `SDL3GPUShader` directamente + `Surface` → `Screen::get()` | PENDING |
@@ -31,7 +31,7 @@ Los IDs se mantienen estables una vez asignados. Cada entrada apunta al(los) fic
| ID | Fichero:línea | Hallazgo | Severidad | Estado | Notas | | ID | Fichero:línea | Hallazgo | Severidad | Estado | Notas |
|----|---------------|----------|-----------|--------|-------| |----|---------------|----------|-----------|--------|-------|
| DUP-01 | `gif.cpp:238-276` | 3 ramas del switch extension saltan bloque+subloops idénticos | Importante | PENDING | helper `skipExtensionBlocks` | | DUP-01 | `gif.cpp:238-276` | 3 ramas del switch extension saltan bloque+subloops idénticos | Importante | PENDING | helper `skipExtensionBlocks` |
| DUP-02 | `surface.cpp:80-137` | `render` vs `renderWithColorReplace` ~90% idénticos | Crítico | PENDING | inner loop compartido | | DUP-02 | `surface.cpp:80-137` | `render` vs `renderWithColorReplace` ~90% idénticos | Crítico | DONE | `render()` delega amb source==target==transparent |
| DUP-03 | `text.cpp:145-289` | bucle UTF-8 repetido en write/writeColored/writeMonoDigits/length/lengthMonoDigits | Importante | PENDING | iterador de glifos | | DUP-03 | `text.cpp:145-289` | bucle UTF-8 repetido en write/writeColored/writeMonoDigits/length/lengthMonoDigits | Importante | PENDING | iterador de glifos |
| DUP-04 | `sdl3gpu_shader.cpp:165-201` + `crtpi_pipeline.cpp:165-202` | `createShaderMSL/SPIRV` duplicados | Importante | PENDING | extraer a `shader_factory` | | DUP-04 | `sdl3gpu_shader.cpp:165-201` + `crtpi_pipeline.cpp:165-202` | `createShaderMSL/SPIRV` duplicados | Importante | PENDING | extraer a `shader_factory` |
| DUP-05 | `sdl3gpu_shader.cpp:18-35` + `crtpi_pipeline.cpp:17-34` | vertex shader MSL duplicado | Menor | PENDING | compartir string | | DUP-05 | `sdl3gpu_shader.cpp:18-35` + `crtpi_pipeline.cpp:17-34` | vertex shader MSL duplicado | Menor | PENDING | compartir string |
@@ -121,4 +121,5 @@ Los IDs se mantienen estables una vez asignados. Cada entrada apunta al(los) fic
- `9243db1` — docs: full de treball inicial (aquest fitxer) - `9243db1` — docs: full de treball inicial (aquest fitxer)
- `9434e4e` — COUP-01a: `Notifier` desacoblat de `game/ui/notification_presets` - `9434e4e` — COUP-01a: `Notifier` desacoblat de `game/ui/notification_presets`
- `<pendent>` — COUP-01b: `RenderInfo` desacoblat de `game/options` + `game/ui/ui_palette` - `9395520` — COUP-01b: `RenderInfo` desacoblat de `game/options` + `game/ui/ui_palette`
- `<pendent>` — DUP-02: `Surface::render` delega a `renderWithColorReplace`
+5 -26
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@@ -78,32 +78,11 @@ auto Surface::getPixel(int x, int y) const -> Uint8 {
} }
void Surface::render(int x, int y, const SDL_FRect* src_rect, SDL_FlipMode flip) const { void Surface::render(int x, int y, const SDL_FRect* src_rect, SDL_FlipMode flip) const {
Uint32* dst = Screen::get().getCanvasArgb(); // Delegem a la versió amb remap: fent source==target==transparent_color_,
const int DST_W = Screen::get().getCanvasWidth(); // qualsevol píxel opaC tindrà COLOR != source_color (els transparents ja
const int DST_H = Screen::get().getCanvasHeight(); // s'han filtrat), així que REMAPPED = sub_palette_[COLOR] — idèntic al
// camí sense remap. Això evita duplicar el bucle de blit.
const int SX = (src_rect != nullptr) ? static_cast<int>(src_rect->x) : 0; renderWithColorReplace(x, y, transparent_color_, transparent_color_, src_rect, flip);
const int SY = (src_rect != nullptr) ? static_cast<int>(src_rect->y) : 0;
int sw = (src_rect != nullptr) ? static_cast<int>(src_rect->w) : surface_data_->width;
int sh = (src_rect != nullptr) ? static_cast<int>(src_rect->h) : surface_data_->height;
sw = std::min(sw, surface_data_->width - SX);
sh = std::min(sh, surface_data_->height - SY);
const Uint8* src = surface_data_->data.get();
for (int iy = 0; iy < sh; ++iy) {
for (int ix = 0; ix < sw; ++ix) {
const int SRC_X = (flip == SDL_FLIP_HORIZONTAL) ? (SX + sw - 1 - ix) : (SX + ix);
const int SRC_Y = (flip == SDL_FLIP_VERTICAL) ? (SY + sh - 1 - iy) : (SY + iy);
const int DST_X = x + ix;
const int DST_Y = y + iy;
if (DST_X < 0 || DST_X >= DST_W || DST_Y < 0 || DST_Y >= DST_H) { continue; }
const Uint8 COLOR = src[SRC_X + (SRC_Y * surface_data_->width)];
if (COLOR == transparent_color_) { continue; }
dst[DST_X + (DST_Y * DST_W)] = palette_[sub_palette_[COLOR]];
}
}
} }
void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 target_color, const SDL_FRect* src_rect, SDL_FlipMode flip) const { void Surface::renderWithColorReplace(int x, int y, Uint8 source_color, Uint8 target_color, const SDL_FRect* src_rect, SDL_FlipMode flip) const {