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C++

#include "core/rendering/screen.hpp"
#include <SDL3/SDL.h>
#include <algorithm>
#include <cstddef>
#include <cstdio>
#include <cstdlib>
#include <memory>
#include "core/rendering/canvas.hpp"
#include "core/rendering/sdl3gpu/viewport.hpp"
#include "utils/defines.hpp"
#include "utils/log.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<std::size_t>(GameCanvas::WIDTH) * static_cast<std::size_t>(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();
Log::info("Screen", "path GPU actiu (driver: {})", gpu_driver_);
shader_backend_ = std::move(backend);
return;
}
Log::warn("Screen", "GPU no disponible, fallback a SDL_Renderer");
}
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<std::uint32_t>(r) << 16) | (static_cast<std::uint32_t>(g) << 8) | static_cast<std::uint32_t>(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);
// Bail-out defensiu: si el rang és buit o invertit després del clip,
// `std::fill(first, last)` amb `first > last` és UB i a la pràctica
// entra en bucle infinit (vist en un crash a l'overflow del Notifier
// quan la caixa quedava més ampla que el canvas). El `blendRect`
// d'aquí baix ja és segur perquè usa `for(ix; ix < X1; ...)`.
if (X1 <= X0 || Y1 <= Y0) { return; }
for (int iy = Y0; iy < Y1; ++iy) {
std::uint32_t* row = canvas_.data() + (static_cast<std::ptrdiff_t>(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<std::ptrdiff_t>(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<std::uint32_t>(R) << 16) | (static_cast<std::uint32_t>(G) << 8) | static_cast<std::uint32_t>(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<std::uint32_t>(win_w),
static_cast<std::uint32_t>(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<float>(canvas_width_), NY * static_cast<float>(canvas_height_)};
}
void Screen::setOverlayRenderer(std::function<void()> 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<int>(sizeof(std::uint32_t)));
SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderClear(renderer_);
SDL_RenderTexture(renderer_, game_texture_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
}