fix: shaders on i off no afectaven a crtpi
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@@ -145,11 +145,22 @@ void Screen::present(Uint32* pixel_data) {
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shader_backend_->uploadPixels(pixel_data, GAME_WIDTH, GAME_HEIGHT);
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shader_backend_->render();
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} else if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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// GPU activa però shaders desactivats: renderitza net (sense efectes)
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// GPU activa però shaders desactivats: renderitza net (sense efectes).
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// Força POSTFX amb params zerats — altrament, si l'actiu és CRTPI,
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// els seus efectes (scanlines, curvatura) seguirien aplicant-se encara
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// que shader_enabled sigui false. Restaurem l'actiu al final per a
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// no trencar la selecció de l'usuari.
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Rendering::PostFXParams clean{};
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shader_backend_->setPostFXParams(clean);
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const auto prev_shader = shader_backend_->getActiveShader();
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if (prev_shader != Rendering::ShaderType::POSTFX) {
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shader_backend_->setActiveShader(Rendering::ShaderType::POSTFX);
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}
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shader_backend_->uploadPixels(pixel_data, GAME_WIDTH, GAME_HEIGHT);
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shader_backend_->render();
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if (prev_shader != Rendering::ShaderType::POSTFX) {
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shader_backend_->setActiveShader(prev_shader);
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}
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} else {
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// Fallback SDL_Renderer
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SDL_UpdateTexture(texture_, nullptr, pixel_data, GAME_WIDTH * sizeof(Uint32));
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@@ -192,10 +203,16 @@ void Screen::toggleShaders() {
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}
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}
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void Screen::toggleSupersampling() {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
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auto Screen::toggleSupersampling() -> bool {
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// SS només té sentit amb shaders on i pipeline PostFX (el Lanczos downscale
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// i el camí SS s'apliquen al pas de PostFX; CRTPI fa el seu propi
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// submostreig intern i no usa aquesta via).
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return false;
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if (!Options::video.shader_enabled) return false;
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if (shader_backend_->getActiveShader() != Rendering::ShaderType::POSTFX) return false;
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Options::video.supersampling = !Options::video.supersampling;
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shader_backend_->setOversample(Options::video.supersampling ? 3 : 1);
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return true;
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}
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void Screen::toggleAspectRatio() {
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@@ -244,8 +261,9 @@ void Screen::cycleTextureFilter(int dir) {
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}
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}
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void Screen::nextShaderType() {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
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auto Screen::nextShaderType() -> bool {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return false;
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if (!Options::video.shader_enabled) return false;
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if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
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shader_backend_->setActiveShader(Rendering::ShaderType::CRTPI);
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@@ -256,45 +274,50 @@ void Screen::nextShaderType() {
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Options::video.current_shader = "postfx";
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applyCurrentPostFXPreset();
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}
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return true;
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}
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void Screen::nextPreset() {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
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auto Screen::nextPreset() -> bool {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return false;
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if (!Options::video.shader_enabled) return false;
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if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
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if (Options::postfx_presets.empty()) return;
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if (Options::postfx_presets.empty()) return false;
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Options::current_postfx_preset = (Options::current_postfx_preset + 1) % static_cast<int>(Options::postfx_presets.size());
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Options::video.current_postfx_preset = Options::postfx_presets[Options::current_postfx_preset].name;
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applyCurrentPostFXPreset();
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} else {
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if (Options::crtpi_presets.empty()) return;
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if (Options::crtpi_presets.empty()) return false;
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Options::current_crtpi_preset = (Options::current_crtpi_preset + 1) % static_cast<int>(Options::crtpi_presets.size());
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Options::video.current_crtpi_preset = Options::crtpi_presets[Options::current_crtpi_preset].name;
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applyCurrentCrtPiPreset();
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}
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return true;
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}
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void Screen::prevShaderType() {
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auto Screen::prevShaderType() -> bool {
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// Només dues opcions — prev == next
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nextShaderType();
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return nextShaderType();
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}
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void Screen::prevPreset() {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return;
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auto Screen::prevPreset() -> bool {
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if (!shader_backend_ || !shader_backend_->isHardwareAccelerated()) return false;
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if (!Options::video.shader_enabled) return false;
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if (shader_backend_->getActiveShader() == Rendering::ShaderType::POSTFX) {
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if (Options::postfx_presets.empty()) return;
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if (Options::postfx_presets.empty()) return false;
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int n = static_cast<int>(Options::postfx_presets.size());
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Options::current_postfx_preset = (Options::current_postfx_preset - 1 + n) % n;
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Options::video.current_postfx_preset = Options::postfx_presets[Options::current_postfx_preset].name;
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applyCurrentPostFXPreset();
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} else {
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if (Options::crtpi_presets.empty()) return;
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if (Options::crtpi_presets.empty()) return false;
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int n = static_cast<int>(Options::crtpi_presets.size());
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Options::current_crtpi_preset = (Options::current_crtpi_preset - 1 + n) % n;
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Options::video.current_crtpi_preset = Options::crtpi_presets[Options::current_crtpi_preset].name;
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applyCurrentCrtPiPreset();
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}
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return true;
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}
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auto Screen::getCurrentPresetName() const -> const char* {
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@@ -23,16 +23,20 @@ class Screen {
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void setZoom(int zoom);
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// Shaders i vídeo
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// Mètodes que depenen d'una precondició (GPU present, shaders on, etc.)
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// retornen `bool`: true si l'acció s'ha aplicat, false si la precondició
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// no es complia. Els callers (F-keys, menú) poden suprimir notificacions
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// o feedback quan la crida no ha tingut efecte.
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void toggleShaders();
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void toggleSupersampling();
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auto toggleSupersampling() -> bool; // false si GPU off / shaders off / actiu != POSTFX
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void toggleAspectRatio();
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void cycleScalingMode(int dir); // Cicla DISABLED/STRETCH/LETTERBOX/OVERSCAN/INTEGER
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void cycleScalingMode(int dir); // Cicla DISABLED/STRETCH/LETTERBOX/OVERSCAN/INTEGER
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void toggleVSync();
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void cycleTextureFilter(int dir); // Cicla NEAREST/LINEAR
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void nextShaderType(); // Cicla PostFX ↔ CrtPi (F7)
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void prevShaderType(); // Cicla al revés
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void nextPreset(); // Cicla presets del shader actiu (F8)
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void prevPreset(); // Cicla presets al revés
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void cycleTextureFilter(int dir); // Cicla NEAREST/LINEAR
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auto nextShaderType() -> bool; // false si GPU off / shaders off
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auto prevShaderType() -> bool; // idem
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auto nextPreset() -> bool; // false si GPU off / shaders off
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auto prevPreset() -> bool; // idem
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[[nodiscard]] auto getCurrentPresetName() const -> const char*;
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void setActiveShader(Rendering::ShaderType type);
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void applyCurrentPostFXPreset();
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