#include "core/rendering/screen.hpp" #include #include #include #include #include #include #include #include #include "core/rendering/sdl3gpu/sdl3gpu_shader.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), 0xFF000000U); } 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) { static_cast(shader_backend_.get())->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 = std::make_unique(); 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::clear(std::uint8_t r, std::uint8_t g, std::uint8_t b) { const std::uint32_t COLOR = (0xFFU << 24) | (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 int X0 = std::max(x, 0); const int Y0 = std::max(y, 0); const int X1 = std::min(x + w, canvas_width_); const int Y1 = std::min(y + h, canvas_height_); 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::present() { 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_); }