#pragma once #include #include #include "core/rendering/shader_backend.hpp" // 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. struct PostFXUniforms { float vignette_strength; // 0 = none, ~0.8 = subtle float chroma_strength; // 0 = off, ~0.2 = subtle chromatic aberration 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) }; // CrtPi uniforms pushed to fragment stage each frame. // Must match the MSL struct and GLSL uniform block layout. // 14 fields (8 floats + 6 ints) + 2 floats (texture size) = 16 fields = 64 bytes — 4 × 16-byte alignment. struct CrtPiUniforms { // vec4 #0 float scanline_weight; // Ajuste gaussiano (default 6.0) float scanline_gap_brightness; // Brillo mínimo entre scanlines (default 0.12) float bloom_factor; // Factor brillo zonas iluminadas (default 3.5) float input_gamma; // Gamma de entrada (default 2.4) // vec4 #1 float output_gamma; // Gamma de salida (default 2.2) float mask_brightness; // Brillo sub-píxeles máscara (default 0.80) float curvature_x; // Distorsión barrel X (default 0.05) float curvature_y; // Distorsión barrel Y (default 0.10) // vec4 #2 int mask_type; // 0=ninguna, 1=verde/magenta, 2=RGB fósforo int enable_scanlines; // 0 = off, 1 = on int enable_multisample; // 0 = off, 1 = on (antialiasing analítico) int enable_gamma; // 0 = off, 1 = on // vec4 #3 int enable_curvature; // 0 = off, 1 = on int enable_sharper; // 0 = off, 1 = on float texture_width; // Ancho del canvas en píxeles (inyectado en render) 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 { /** * @brief Backend de shaders usando SDL3 GPU API (Metal en macOS, Vulkan/SPIR-V en Win/Linux) * * Reemplaza el backend OpenGL para que los shaders PostFX funcionen en macOS. * Pipeline: Surface pixels (CPU) → SDL_GPUTransferBuffer → SDL_GPUTexture (scene) * → PostFX render pass → swapchain → present */ class SDL3GPUShader : public ShaderBackend { public: SDL3GPUShader() = default; ~SDL3GPUShader() override; auto init(SDL_Window* window, SDL_Texture* texture, const std::string& vertex_source, const std::string& fragment_source) -> bool override; void render() override; void setTextureSize(float width, float height) override {} void cleanup() final; // Libera pipeline/texturas pero mantiene el device vivo void destroy(); // Limpieza completa (device + swapchain); llamar solo al cerrar [[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; } [[nodiscard]] auto getDriverName() const -> std::string override { return driver_name_; } // Establece el driver GPU preferido (vacío = auto). Debe llamarse antes de init(). void setPreferredDriver(const std::string& driver) override { preferred_driver_ = driver; } // Sube píxeles ARGB8888 desde CPU; llamado antes de render() void uploadPixels(const Uint32* pixels, int width, int height) override; // Actualiza los parámetros de intensidad de los efectos PostFX void setPostFXParams(const PostFXParams& p) override; // Activa/desactiva VSync en el swapchain void setVSync(bool vsync) override; // Activa/desactiva escalado entero (integer scale) void setScaleMode(bool integer_scale) 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; // Devuelve las dimensiones de la textura de supersampling (0,0 si SS desactivado) [[nodiscard]] auto getSsTextureSize() const -> std::pair override; // Selecciona el shader de post-procesado activo (POSTFX o CRTPI) void setActiveShader(ShaderType type) override; // Actualiza los parámetros del shader CRT-Pi void setCrtPiParams(const CrtPiParams& p) override; // Devuelve el shader activo [[nodiscard]] auto getActiveShader() const -> ShaderType override { return active_shader_; } // 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; } private: static auto createShaderMSL(SDL_GPUDevice* device, const char* msl_source, const char* entrypoint, SDL_GPUShaderStage stage, Uint32 num_samplers, Uint32 num_uniform_buffers) -> SDL_GPUShader*; static auto createShaderSPIRV(SDL_GPUDevice* device, const uint8_t* spv_code, size_t spv_size, const char* entrypoint, SDL_GPUShaderStage stage, Uint32 num_samplers, 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 static auto calcSsFactor(float zoom) -> int; // Primer múltiplo de 3 >= zoom (mín 3) // 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* 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_GPUTransferBuffer* upload_buffer_ = nullptr; SDL_GPUSampler* sampler_ = nullptr; // NEAREST SDL_GPUSampler* linear_sampler_ = nullptr; // 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}; 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 std::string driver_name_; 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) }; } // namespace Rendering