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aee-arcade/source/core/rendering/screen.cpp
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#include "core/rendering/screen.hpp"
#include <SDL3/SDL.h>
#include <algorithm>
#include <cstddef>
#include <cstdio>
#include <cstdlib>
#include <iostream>
#include <memory>
#include <ranges>
#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<std::size_t>(GameCanvas::WIDTH) * static_cast<std::size_t>(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<Rendering::SDL3GPUShader*>(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<Rendering::SDL3GPUShader>();
backend->setPreferredDriver(config_.preferred_driver);
backend->setVSync(config_.vsync);
if (backend->init(window_, canvas_width_, canvas_height_)) {
std::cout << "Screen: path GPU actiu (driver: " << backend->getDriverName() << ")\n";
shader_backend_ = std::move(backend);
return;
}
std::cerr << "Screen: GPU no disponible, fallback a SDL_Renderer\n";
}
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<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::present() {
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_);
}