#include "core/rendering/screen.hpp" #include #include #include #include #include #include #include #include #include "core/rendering/canvas.hpp" #include "core/rendering/sdl3gpu/viewport.hpp" #include "utils/defines.hpp" namespace { auto toSdlPresentation(Defaults::ScalingMode mode) -> SDL_RendererLogicalPresentation { switch (mode) { case Defaults::ScalingMode::DISABLED: return SDL_LOGICAL_PRESENTATION_DISABLED; case Defaults::ScalingMode::STRETCH: return SDL_LOGICAL_PRESENTATION_STRETCH; case Defaults::ScalingMode::LETTERBOX: return SDL_LOGICAL_PRESENTATION_LETTERBOX; case Defaults::ScalingMode::OVERSCAN: return SDL_LOGICAL_PRESENTATION_OVERSCAN; case Defaults::ScalingMode::INTEGER: return SDL_LOGICAL_PRESENTATION_INTEGER_SCALE; } return SDL_LOGICAL_PRESENTATION_LETTERBOX; } auto toSdlScaleMode(Defaults::TextureFilter filter) -> SDL_ScaleMode { return filter == Defaults::TextureFilter::LINEAR ? SDL_SCALEMODE_LINEAR : SDL_SCALEMODE_NEAREST; } } // namespace auto Screen::get() -> Screen& { static Screen instance_; return instance_; } 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(GameCanvas::WIDTH) * static_cast(GameCanvas::HEIGHT), Rendering::OPAQUE_ALPHA); } 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) { shader_backend_->releaseWindow(); } shader_backend_.reset(); if (game_texture_ != nullptr) { SDL_DestroyTexture(game_texture_); game_texture_ = nullptr; } if (renderer_ != nullptr) { SDL_DestroyRenderer(renderer_); renderer_ = nullptr; } if (window_ != nullptr) { SDL_DestroyWindow(window_); window_ = nullptr; } } void Screen::createSdl() { const int WIN_W = GameCanvas::WIDTH * config_.zoom; const int WIN_H = GameCanvas::HEIGHT * config_.zoom; Uint32 win_flags = SDL_WINDOW_RESIZABLE; if (config_.fullscreen) { win_flags |= SDL_WINDOW_FULLSCREEN; } window_ = SDL_CreateWindow(Texts::WINDOW_TITLE, WIN_W, WIN_H, win_flags); if (window_ == nullptr) { std::fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError()); std::exit(EXIT_FAILURE); } // Primer intent: path SDL3 GPU. Si falla, fallback automàtic a SDL_Renderer. if (config_.gpu_acceleration) { auto backend = Rendering::makeDefaultShaderBackend(); backend->setPreferredDriver(config_.preferred_driver); backend->setVSync(config_.vsync); if (backend->init(window_, canvas_width_, canvas_height_)) { gpu_driver_ = backend->getDriverName(); std::cout << "Screen: path GPU actiu (driver: " << gpu_driver_ << ")\n"; shader_backend_ = std::move(backend); return; } std::cerr << "Screen: GPU no disponible, fallback a SDL_Renderer\n"; } gpu_driver_ = "sdl"; renderer_ = SDL_CreateRenderer(window_, nullptr); if (renderer_ == nullptr) { std::fprintf(stderr, "SDL_CreateRenderer failed: %s\n", SDL_GetError()); std::exit(EXIT_FAILURE); } SDL_SetRenderVSync(renderer_, config_.vsync ? 1 : 0); SDL_SetRenderLogicalPresentation(renderer_, GameCanvas::WIDTH, GameCanvas::HEIGHT, toSdlPresentation(config_.scaling_mode)); // STREAMING: el framebuffer ARGB del joc s'actualitza per CPU cada frame // i s'envia a la GPU via SDL_UpdateTexture en present(). game_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, GameCanvas::WIDTH, GameCanvas::HEIGHT); if (game_texture_ == nullptr) { std::fprintf(stderr, "SDL_CreateTexture failed: %s\n", SDL_GetError()); std::exit(EXIT_FAILURE); } SDL_SetTextureScaleMode(game_texture_, toSdlScaleMode(config_.texture_filter)); } void Screen::applyPostFXParams(const Rendering::PostFXParams& params) { if (shader_backend_ != nullptr) { shader_backend_->setPostFXParams(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::setWindowZoom(int zoom) { config_.zoom = zoom; adjustWindowSize(); } void Screen::setFullscreen(bool fullscreen) { config_.fullscreen = fullscreen; SDL_SetWindowFullscreen(window_, fullscreen); SDL_SyncWindow(window_); adjustWindowSize(); } void Screen::setVSync(bool vsync) { config_.vsync = vsync; if (shader_backend_ != nullptr) { shader_backend_->setVSync(vsync); } else if (renderer_ != nullptr) { SDL_SetRenderVSync(renderer_, vsync ? 1 : 0); } } void Screen::setScalingMode(Defaults::ScalingMode mode) { config_.scaling_mode = mode; if (shader_backend_ != nullptr) { shader_backend_->setScalingMode(mode); } else if (renderer_ != nullptr) { SDL_SetRenderLogicalPresentation(renderer_, GameCanvas::WIDTH, GameCanvas::HEIGHT, toSdlPresentation(mode)); } } // Fullscreen manté la resolució del desktop; en mode finestra recalculem i // reposicionem. A Wayland el compositor ignora SDL_SetWindowPosition, així // que allí el reset queda en mans del WM. void Screen::adjustWindowSize() { if (config_.fullscreen) { return; } int old_w = 0; int old_h = 0; SDL_GetWindowSize(window_, &old_w, &old_h); int old_x = 0; int old_y = 0; SDL_GetWindowPosition(window_, &old_x, &old_y); const int NEW_W = GameCanvas::WIDTH * config_.zoom; const int NEW_H = GameCanvas::HEIGHT * config_.zoom; const int NEW_X = old_x + ((old_w - NEW_W) / 2); const int NEW_Y = old_y + ((old_h - NEW_H) / 2); SDL_SetWindowSize(window_, NEW_W, NEW_H); SDL_SyncWindow(window_); const char* driver = SDL_GetCurrentVideoDriver(); const bool IS_WAYLAND = (driver != nullptr && SDL_strcmp(driver, "wayland") == 0); if (!IS_WAYLAND) { SDL_SetWindowPosition(window_, std::max(NEW_X, 0), std::max(NEW_Y, 0)); } } void Screen::clear(std::uint8_t r, std::uint8_t g, std::uint8_t b) { const std::uint32_t COLOR = Rendering::OPAQUE_ALPHA | (static_cast(r) << 16) | (static_cast(g) << 8) | static_cast(b); std::ranges::fill(canvas_, COLOR); } void Screen::fillRect(int x, int y, int w, int h, std::uint32_t argb) { const auto CLIP = Rendering::activeClip(); const int X0 = std::max(x, CLIP.x); const int Y0 = std::max(y, CLIP.y); const int X1 = std::min(x + w, CLIP.x + CLIP.w); const int Y1 = std::min(y + h, CLIP.y + CLIP.h); for (int iy = Y0; iy < Y1; ++iy) { std::uint32_t* row = canvas_.data() + (static_cast(iy) * canvas_width_); std::fill(row + X0, row + X1, argb); } } void Screen::blendRect(int x, int y, int w, int h, std::uint32_t argb, std::uint8_t alpha) { if (alpha == 0) { return; } if (alpha == 0xFF) { fillRect(x, y, w, h, argb); return; } // Mescla linealment src (argb, alpha) sobre dst (el canvas). El canvas // és ARGB amb R/G/B als bytes baixos i A fix a 0xFF; fem la mescla per // canal i deixem A intacte perquè el backend espera opacitat total. const std::uint8_t SA = alpha; const std::uint8_t INV = 255 - alpha; const std::uint8_t SR = (argb >> 16) & 0xFF; const std::uint8_t SG = (argb >> 8) & 0xFF; const std::uint8_t SB = argb & 0xFF; const auto CLIP = Rendering::activeClip(); const int X0 = std::max(x, CLIP.x); const int Y0 = std::max(y, CLIP.y); const int X1 = std::min(x + w, CLIP.x + CLIP.w); const int Y1 = std::min(y + h, CLIP.y + CLIP.h); for (int iy = Y0; iy < Y1; ++iy) { std::uint32_t* row = canvas_.data() + (static_cast(iy) * canvas_width_); for (int ix = X0; ix < X1; ++ix) { const std::uint32_t DST = row[ix]; const std::uint8_t DR = (DST >> 16) & 0xFF; const std::uint8_t DG = (DST >> 8) & 0xFF; const std::uint8_t DB = DST & 0xFF; const std::uint8_t R = ((SR * SA) + (DR * INV)) / 255; const std::uint8_t G = ((SG * SA) + (DG * INV)) / 255; const std::uint8_t B = ((SB * SA) + (DB * INV)) / 255; row[ix] = 0xFF000000U | (static_cast(R) << 16) | (static_cast(G) << 8) | static_cast(B); } } } auto Screen::windowToCanvas(float window_x, float window_y) const -> SDL_FPoint { // Path fallback: SDL ja porta un helper que desfà el // logical_presentation automàticament. Evita que haguem de replicar // les regles de letterbox/integer/etc. if (renderer_ != nullptr) { float cx = 0.0F; float cy = 0.0F; SDL_RenderCoordinatesFromWindow(renderer_, window_x, window_y, &cx, &cy); return {cx, cy}; } // Path GPU: el canvas es pinta al viewport que calcula // `computeViewport` a partir del mode d'escalat i la mida del // swapchain. Fem el mateix càlcul aquí per trobar la inversa. int win_w = 0; int win_h = 0; SDL_GetWindowSize(window_, &win_w, &win_h); if (win_w <= 0 || win_h <= 0) { return {-1.0F, -1.0F}; } const auto VP = Rendering::computeViewport(config_.scaling_mode, static_cast(win_w), static_cast(win_h), canvas_width_, canvas_height_); if (VP.w <= 0.0F || VP.h <= 0.0F) { return {-1.0F, -1.0F}; } const float NX = (window_x - VP.x) / VP.w; const float NY = (window_y - VP.y) / VP.h; return {NX * static_cast(canvas_width_), NY * static_cast(canvas_height_)}; } void Screen::setOverlayRenderer(std::function callback) { overlay_renderer_ = std::move(callback); } void Screen::present() { // Overlays (menú de servei, etc.) s'han de pintar al canvas ABANS que // shader_backend llegisca els píxels per pujar-los a GPU; si no, queden // per sota del postprocés o no apareixen al frame presentat. if (overlay_renderer_) { overlay_renderer_(); } fps_.increment(); fps_.calculate(SDL_GetTicks()); 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(sizeof(std::uint32_t))); SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF); SDL_RenderClear(renderer_); SDL_RenderTexture(renderer_, game_texture_, nullptr, nullptr); SDL_RenderPresent(renderer_); }