afegits tots els valors d'escala que dona sdl3

This commit is contained in:
2026-04-16 19:15:35 +02:00
parent a3fc1119ae
commit 52431adb0e
14 changed files with 165 additions and 98 deletions

View File

@@ -814,7 +814,7 @@ namespace Rendering {
// ---- Upscale pass: scene_texture_ → scaled_texture_ ----
// Si 4:3 actiu, l'estirament s'aplica ací directament (320x200 → W*factor × H*factor*1.2)
// El filtre per al 4:3 és configurable (stretch_filter_linear_).
// El filtre s'aplica sempre (texture_filter_linear_), independent de 4:3.
// L'effective_scene/height reflecteix la textura real que veuen els shaders.
// Sense SS ni stretch: scene_texture_ a game_height_.
// Amb SS o stretch: scaled_texture_ a l'alçada escalada (amb o sense 4:3).
@@ -827,9 +827,8 @@ namespace Rendering {
upscale_target.load_op = SDL_GPU_LOADOP_DONT_CARE;
upscale_target.store_op = SDL_GPU_STOREOP_STORE;
// Triar filtre: si 4:3 actiu, usar el filtre configurable per a l'estirament.
// Si no, usar el filtre d'upscale normal (linear_upscale_).
bool use_linear = stretch_4_3_ ? stretch_filter_linear_ : linear_upscale_;
// Filtre global: s'aplica sempre (ja no depèn de 4:3).
bool use_linear = texture_filter_linear_;
SDL_GPURenderPass* upass = SDL_BeginGPURenderPass(cmd, &upscale_target, 1, nullptr);
if (upass != nullptr) {
@@ -872,16 +871,38 @@ namespace Rendering {
float vy = 0.0F;
float vw = 0.0F;
float vh = 0.0F;
if (integer_scale_) {
const int SCALE = std::max(1, std::min(static_cast<int>(sw) / static_cast<int>(logical_w), static_cast<int>(sh) / static_cast<int>(logical_h)));
vw = logical_w * static_cast<float>(SCALE);
vh = logical_h * static_cast<float>(SCALE);
} else {
const float SCALE = std::min(
static_cast<float>(sw) / logical_w,
static_cast<float>(sh) / logical_h);
vw = logical_w * SCALE;
vh = logical_h * SCALE;
switch (scaling_mode_) {
case Options::ScalingMode::DISABLED:
// 1:1, sense escala (pot ser diminut en finestres grans)
vw = logical_w;
vh = logical_h;
break;
case Options::ScalingMode::STRETCH:
// Omple tota la finestra, escala no uniforme
vw = static_cast<float>(sw);
vh = static_cast<float>(sh);
break;
case Options::ScalingMode::LETTERBOX: {
const float SCALE = std::min(static_cast<float>(sw) / logical_w,
static_cast<float>(sh) / logical_h);
vw = logical_w * SCALE;
vh = logical_h * SCALE;
break;
}
case Options::ScalingMode::OVERSCAN: {
const float SCALE = std::max(static_cast<float>(sw) / logical_w,
static_cast<float>(sh) / logical_h);
vw = logical_w * SCALE;
vh = logical_h * SCALE;
break;
}
case Options::ScalingMode::INTEGER: {
const int SCALE = std::max(1, std::min(static_cast<int>(sw) / static_cast<int>(logical_w),
static_cast<int>(sh) / static_cast<int>(logical_h)));
vw = logical_w * static_cast<float>(SCALE);
vh = logical_h * static_cast<float>(SCALE);
break;
}
}
vx = std::floor((static_cast<float>(sw) - vw) * 0.5F);
vy = std::floor((static_cast<float>(sh) - vh) * 0.5F);
@@ -1193,8 +1214,8 @@ namespace Rendering {
}
}
void SDL3GPUShader::setScaleMode(bool integer_scale) {
integer_scale_ = integer_scale;
void SDL3GPUShader::setScalingMode(Options::ScalingMode mode) {
scaling_mode_ = mode;
}
void SDL3GPUShader::setStretch4_3(bool enabled) {
@@ -1221,10 +1242,6 @@ namespace Rendering {
}
}
void SDL3GPUShader::setLinearUpscale(bool linear) {
linear_upscale_ = linear;
}
void SDL3GPUShader::setDownscaleAlgo(int algo) {
downscale_algo_ = std::max(0, std::min(algo, 2));
}

View File

@@ -96,15 +96,12 @@ namespace Rendering {
// Activa/desactiva VSync en el swapchain
void setVSync(bool vsync) override;
// Activa/desactiva escalado entero (integer scale)
void setScaleMode(bool integer_scale) override;
// Selecciona el mode de presentació lògica (DISABLED/STRETCH/LETTERBOX/OVERSCAN/INTEGER)
void setScalingMode(Options::ScalingMode mode) override;
// Establece factor de supersampling (1 = off, 3 = 3×SS)
void setOversample(int factor) override;
// Activa/desactiva interpolación LINEAR en el upscale (false = NEAREST)
void setLinearUpscale(bool linear) override;
// Selecciona algoritmo de downscale: 0=bilinear legacy, 1=Lanczos2, 2=Lanczos3
void setDownscaleAlgo(int algo) override;
@@ -123,7 +120,11 @@ namespace Rendering {
// Estirament vertical 4:3 (fusionat amb l'upscale pass)
void setStretch4_3(bool enabled) override;
[[nodiscard]] auto isStretch4_3() const -> bool override { return stretch_4_3_; }
void setStretchFilter(bool linear) override { stretch_filter_linear_ = linear; }
// Filtre de textura global (sempre aplicat, independent de 4:3)
void setTextureFilter(Options::TextureFilter filter) override {
texture_filter_linear_ = (filter == Options::TextureFilter::LINEAR);
}
private:
static auto createShaderMSL(SDL_GPUDevice* device,
@@ -176,10 +177,9 @@ namespace Rendering {
std::string preferred_driver_; // Driver preferido; vacío = auto (SDL elige)
bool is_initialized_ = false;
bool vsync_ = true;
bool integer_scale_ = false;
bool linear_upscale_ = false; // Upscale NEAREST (false) o LINEAR (true)
bool stretch_4_3_ = false; // Estirament vertical 4:3
bool stretch_filter_linear_ = false; // Filtre per a l'estirament 4:3 (false=NEAREST, true=LINEAR)
Options::ScalingMode scaling_mode_ = Options::ScalingMode::INTEGER;
bool stretch_4_3_ = false; // Estirament vertical 4:3
bool texture_filter_linear_ = false; // Filtre global (false=NEAREST, true=LINEAR)
};
} // namespace Rendering