primera implementacio de sdl3gpu
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@@ -88,6 +88,7 @@ void Screen::initShaders() {
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// Aplica opcions de vídeo
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shader_backend_->setScaleMode(Options::video.integer_scale);
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shader_backend_->setStretchFilter(Options::video.stretch_filter_linear);
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shader_backend_->setStretch4_3(Options::video.aspect_ratio_4_3);
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shader_backend_->setLinearUpscale(Options::video.linear_upscale);
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shader_backend_->setDownscaleAlgo(Options::video.downscale_algo);
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@@ -179,6 +180,13 @@ void Screen::toggleIntegerScale() {
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}
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}
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void Screen::toggleStretchFilter() {
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Options::video.stretch_filter_linear = !Options::video.stretch_filter_linear;
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if (shader_backend_) {
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shader_backend_->setStretchFilter(Options::video.stretch_filter_linear);
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}
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}
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void Screen::nextShaderPreset() {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
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@@ -224,6 +232,11 @@ auto Screen::isHardwareAccelerated() const -> bool {
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return shader_backend_ && shader_backend_->isHardwareAccelerated();
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}
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auto Screen::getActiveShaderName() const -> const char* {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return "SENSE GPU";
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return shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX ? "POSTFX" : "CRT-PI";
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}
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void Screen::adjustWindowSize() {
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int w = GAME_WIDTH * zoom_;
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// Si 4:3 actiu, l'alçada visual és 240 per zoom (200 * 1.2)
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