PostFXParams/Preset amb chroma_min/max + scan_*; presets AEE migrats

This commit is contained in:
2026-05-17 15:06:42 +02:00
parent dcb004b5a7
commit 96763847fb
5 changed files with 74 additions and 128 deletions
+9 -32
View File
@@ -179,12 +179,6 @@ void Screen::initShaders() {
shader_backend_->setVSync(Options::video.vsync);
shader_backend_->setTextureFilter(Options::video.texture_filter);
shader_backend_->setStretch43(Options::video.aspect_ratio_4_3);
shader_backend_->setDownscaleAlgo(Options::video.downscale_algo);
if (Options::video.supersampling) {
shader_backend_->setOversample(3);
}
shader_backend_->setInternalResolution(Options::video.internal_resolution);
// Resol el shader actiu des del config
@@ -325,24 +319,6 @@ void Screen::toggleShaders() {
}
}
auto Screen::toggleSupersampling() -> bool {
// SS només té sentit amb shaders on i pipeline PostFX (el Lanczos downscale
// i el camí SS s'apliquen al pas de PostFX; CRTPI fa el seu propi
// submostreig intern i no usa aquesta via).
if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) {
return false;
}
if (!Options::video.shader_enabled) {
return false;
}
if (shader_backend_->getActiveShader() != Rendering::ShaderType::POSTFX) {
return false;
}
Options::video.supersampling = !Options::video.supersampling;
shader_backend_->setOversample(Options::video.supersampling ? 3 : 1);
return true;
}
void Screen::toggleAspectRatio() {
Options::video.aspect_ratio_4_3 = !Options::video.aspect_ratio_4_3;
if (shader_backend_) {
@@ -516,12 +492,16 @@ void Screen::applyCurrentPostFXPreset() {
Rendering::PostFXParams p;
p.vignette = preset.vignette;
p.scanlines = preset.scanlines;
p.chroma = preset.chroma;
p.chroma_min = preset.chroma_min;
p.chroma_max = preset.chroma_max;
p.mask = preset.mask;
p.gamma = preset.gamma;
p.curvature = preset.curvature;
p.bleeding = preset.bleeding;
p.flicker = preset.flicker;
p.scan_dark_ratio = preset.scan_dark_ratio;
p.scan_dark_floor = preset.scan_dark_floor;
p.scan_edge_soft = preset.scan_edge_soft;
shader_backend_->setPostFXParams(p);
}
@@ -572,10 +552,7 @@ void Screen::updateRenderInfo() {
shader_seg = " - " + toLower(getActiveShaderName()) + " " + toLower(getCurrentPresetName());
}
// Segment 2: supersampling indicator
const char* ss_seg = (Options::video.shader_enabled && Options::video.supersampling) ? " (ss)" : nullptr;
// Segment 3: hora (només si show_time)
// Segment 2: hora (només si show_time)
char time_buf[32] = {0};
if (Options::render_info.show_time) {
Uint32 elapsed = SDL_GetTicks() - START_TICKS;
@@ -585,14 +562,14 @@ void Screen::updateRenderInfo() {
snprintf(time_buf, sizeof(time_buf), " - %d:%02d.%02d", minutes, seconds, centis);
}
// Dígits en mono a FPS (segment 0) i TEMPS (segment 3): els dígits canvien
// Dígits en mono a FPS (segment 0) i TEMPS (segment 2): els dígits canvien
// contínuament mentre els símbols del voltant ("fps", ":", ".", " - ") no
Overlay::setRenderInfoSegments(
fps_driver.c_str(),
shader_seg.empty() ? nullptr : shader_seg.c_str(),
ss_seg,
(time_buf[0] != 0) ? time_buf : nullptr,
0b1001);
nullptr,
0b0101);
}
void Screen::applyFallbackPresentation() {
@@ -7,20 +7,28 @@
// PostFX uniforms pushed to fragment stage each frame.
// Must match the MSL struct and GLSL uniform block layout.
// 12 floats = 48 bytes — meets Metal/Vulkan 16-byte alignment requirement.
// 16 floats = 64 bytes (4 × vec4) — meets Metal/Vulkan 16-byte alignment.
struct PostFXUniforms {
// vec4 #0
float vignette_strength; // 0 = none, ~0.8 = subtle
float chroma_strength; // 0 = off, ~0.2 = subtle chromatic aberration
float chroma_min; // aberració cromàtica mínima (sempre present)
float scanline_strength; // 0 = off, 1 = full
float screen_height; // logical height in pixels (used by bleeding effect)
float mask_strength; // 0 = off, 1 = full phosphor dot mask
float gamma_strength; // 0 = off, 1 = full gamma 2.4/2.2 correction
float curvature; // 0 = flat, 1 = max barrel distortion
float bleeding; // 0 = off, 1 = max NTSC chrominance bleeding
float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
float time; // seconds since SDL init (SDL_GetTicks() / 1000.0f)
float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS)
float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz — keep struct at 48 bytes (3 × 16)
// vec4 #1
float mask_strength; // 0 = off, 1 = full phosphor dot mask
float gamma_strength; // 0 = off, 1 = full gamma 2.4/2.2 correction
float curvature; // 0 = flat, 1 = max barrel distortion
float bleeding; // 0 = off, 1 = max NTSC chrominance bleeding
// vec4 #2
float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
float time; // seconds since SDL init (SDL_GetTicks() / 1000.0f)
float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz
float chroma_max; // si == chroma_min queda estàtic; si != pulsa sinusoidalment
// vec4 #3 — paràmetres de forma de les scanlines (exposats per preset)
float scan_dark_ratio; // fracció de subfila fosca (1/3 = 0.333 per defecte)
float scan_dark_floor; // brillantor de la subfila fosca (0.42 per defecte)
float scan_edge_soft; // suavitzat de la transició (0 = step dur, 1 = 1px físic)
float pad3;
};
// CrtPi uniforms pushed to fragment stage each frame.
@@ -49,15 +57,6 @@ struct CrtPiUniforms {
float texture_height; // Alto del canvas en píxeles (inyectado en render)
};
// Downscale uniforms pushed to the Lanczos downscale fragment stage.
// 1 int + 3 floats = 16 bytes — meets Metal/Vulkan alignment.
struct DownscaleUniforms {
int algorithm; // 0 = Lanczos2 (ventana 2), 1 = Lanczos3 (ventana 3)
float pad0;
float pad1;
float pad2;
};
namespace Rendering {
/**
@@ -99,15 +98,6 @@ namespace Rendering {
// 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;
// Selecciona algoritmo de downscale: 0=bilinear legacy, 1=Lanczos2, 2=Lanczos3
void setDownscaleAlgo(int algo) override;
// Devuelve las dimensiones de la textura de supersampling (0,0 si SS desactivado)
[[nodiscard]] auto getSsTextureSize() const -> std::pair<int, int> override;
// Selecciona el shader de post-procesado activo (POSTFX o CRTPI)
void setActiveShader(ShaderType type) override;
@@ -146,39 +136,30 @@ namespace Rendering {
Uint32 num_uniform_buffers) -> SDL_GPUShader*;
auto createPipeline() -> bool;
auto createCrtPiPipeline() -> bool; // Pipeline dedicado para el shader CrtPi
auto reinitTexturesAndBuffer() -> bool; // Recrea scene_texture_ y upload_buffer_
auto recreateScaledTexture(int factor) -> bool; // Recrea scaled_texture_ para factor dado
auto recreateInternalTexture() -> bool; // Recrea internal_texture_ (res interna × N)
static auto calcSsFactor(float zoom) -> int; // Primer múltiplo de 3 >= zoom (mín 3)
auto createCrtPiPipeline() -> bool; // Pipeline dedicado para el shader CrtPi
auto reinitTexturesAndBuffer() -> bool; // Recrea scene_texture_ y upload_buffer_
auto recreateInternalTexture() -> bool; // Recrea internal_texture_ (res interna × N)
// Devuelve el mejor present mode disponible: IMMEDIATE > MAILBOX > VSYNC
[[nodiscard]] auto bestPresentMode(bool vsync) const -> SDL_GPUPresentMode;
SDL_Window* window_ = nullptr;
SDL_GPUDevice* device_ = nullptr;
SDL_GPUGraphicsPipeline* pipeline_ = nullptr; // PostFX pass (→ swapchain o → postfx_texture_)
SDL_GPUGraphicsPipeline* crtpi_pipeline_ = nullptr; // CrtPi pass (→ swapchain directo, sin SS)
SDL_GPUGraphicsPipeline* postfx_offscreen_pipeline_ = nullptr; // PostFX → postfx_texture_ (B8G8R8A8, solo con Lanczos)
SDL_GPUGraphicsPipeline* upscale_pipeline_ = nullptr; // Upscale pass (solo con SS)
SDL_GPUGraphicsPipeline* downscale_pipeline_ = nullptr; // Lanczos downscale (solo con SS + algo > 0)
SDL_GPUTexture* scene_texture_ = nullptr; // Canvas del joc (game_width_ × game_height_)
SDL_GPUTexture* internal_texture_ = nullptr; // Resolució interna ampliada (game·N × game·N), si N>1
SDL_GPUTexture* scaled_texture_ = nullptr; // Upscale target (game×factor, amb 4:3 si actiu)
SDL_GPUTexture* postfx_texture_ = nullptr; // PostFX output a resolució escalada, sols amb Lanczos
SDL_GPUGraphicsPipeline* pipeline_ = nullptr; // PostFX pass → swapchain
SDL_GPUGraphicsPipeline* crtpi_pipeline_ = nullptr; // CrtPi pass → swapchain
SDL_GPUGraphicsPipeline* upscale_pipeline_ = nullptr; // Upscale per al pas de resolució interna
SDL_GPUTexture* scene_texture_ = nullptr; // Canvas del joc (game_width_ × game_height_)
SDL_GPUTexture* internal_texture_ = nullptr; // Resolució interna ampliada (game·N × game·N), si N>1
SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
SDL_GPUSampler* sampler_ = nullptr; // NEAREST
SDL_GPUSampler* linear_sampler_ = nullptr; // LINEAR
SDL_GPUSampler* linear_sampler_ = nullptr; // LINEAR (per texture_filter_linear_)
PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 200.0F, .pixel_scale = 1.0F, .oversample = 1.0F};
PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_min = 0.15F, .scanline_strength = 0.7F, .screen_height = 200.0F, .pixel_scale = 1.0F, .chroma_max = 0.15F, .scan_dark_ratio = 0.333F, .scan_dark_floor = 0.42F, .scan_edge_soft = 1.0F};
CrtPiUniforms crtpi_uniforms_{.scanline_weight = 6.0F, .scanline_gap_brightness = 0.12F, .bloom_factor = 3.5F, .input_gamma = 2.4F, .output_gamma = 2.2F, .mask_brightness = 0.80F, .curvature_x = 0.05F, .curvature_y = 0.10F, .mask_type = 2, .enable_scanlines = 1, .enable_multisample = 1, .enable_gamma = 1};
ShaderType active_shader_ = ShaderType::POSTFX; // Shader de post-procesado activo
int game_width_ = 0; // Dimensions originals del canvas
int game_height_ = 0;
int ss_factor_ = 0; // Factor SS activo (3, 6, 9...) o 0 si SS desactivado
int oversample_ = 1; // SS on/off (1 = off, >1 = on)
int downscale_algo_ = 1; // 0 = bilinear legacy, 1 = Lanczos2, 2 = Lanczos3
int internal_res_ = 1; // Multiplicador de resolució interna (1 = off)
int internal_res_ = 1; // Multiplicador de resolució interna (1 = off)
std::string driver_name_;
std::string preferred_driver_; // Driver preferido; vacío = auto (SDL elige)
bool is_initialized_ = false;
+8 -22
View File
@@ -21,12 +21,19 @@ namespace Rendering {
struct PostFXParams {
float vignette = 0.0F; // Intensidad de la viñeta
float scanlines = 0.0F; // Intensidad de las scanlines
float chroma = 0.0F; // Aberración cromática
// Aberració cromàtica — varia entre min i max via sinusoidal; si coincideixen
// queda estàtica. min > 0 garanteix que la imatge mai sigui lliure de chroma.
float chroma_min = 0.0F;
float chroma_max = 0.0F;
float mask = 0.0F; // Máscara de fósforo RGB
float gamma = 0.0F; // Corrección gamma (blend 0=off, 1=full)
float curvature = 0.0F; // Curvatura barrel CRT
float bleeding = 0.0F; // Sangrado de color NTSC
float flicker = 0.0F; // Parpadeo de fósforo CRT ~50 Hz
// Forma de les scanlines — 3 subpíxels per fila lògica per defecte.
float scan_dark_ratio = 0.333F; // fracció obscura (1/3)
float scan_dark_floor = 0.42F; // brillantor subfila fosca
float scan_edge_soft = 1.0F; // 0 = step dur; 1 = suavitzat 1 px físic
};
/**
@@ -112,27 +119,6 @@ namespace Rendering {
*/
virtual void setScalingMode(Options::ScalingMode /*mode*/) {}
/**
* @brief Establece el factor de supersampling (1 = off, 3 = 3× SS)
* Con factor > 1, la textura GPU se crea a game×factor resolución y
* las scanlines se hornean en CPU (uploadPixels). El sampler usa LINEAR.
*/
virtual void setOversample(int /*factor*/) {}
/**
* @brief Selecciona el algoritmo de downscale tras el PostFX (SS activo).
* 0 = bilinear legacy (comportamiento actual, sin textura intermedia),
* 1 = Lanczos2 (ventana 2, ~25 muestras), 2 = Lanczos3 (ventana 3, ~49 muestras).
*/
virtual void setDownscaleAlgo(int /*algo*/) {}
[[nodiscard]] virtual auto getDownscaleAlgo() const -> int { return 0; }
/**
* @brief Devuelve las dimensiones de la textura de supersampling.
* @return Par (ancho, alto) en píxeles; (0, 0) si SS está desactivado.
*/
[[nodiscard]] virtual auto getSsTextureSize() const -> std::pair<int, int> { return {0, 0}; }
/**
* @brief Verifica si el backend está usando aceleración por hardware
* @return true si usa aceleración (OpenGL/Metal/Vulkan)