1383 lines
59 KiB
C++
1383 lines
59 KiB
C++
#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp"
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#include <SDL3/SDL_log.h>
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#include <algorithm> // std::min, std::max, std::floor
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#include <cmath> // std::floor
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#include <cstring> // memcpy, strlen
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#include <iostream> // std::cout
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#ifndef __APPLE__
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#include "core/rendering/sdl3gpu/crtpi_frag_spv.h"
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#include "core/rendering/sdl3gpu/downscale_frag_spv.h"
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#include "core/rendering/sdl3gpu/postfx_frag_spv.h"
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#include "core/rendering/sdl3gpu/postfx_vert_spv.h"
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#include "core/rendering/sdl3gpu/upscale_frag_spv.h"
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#endif
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#ifdef __APPLE__
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// ============================================================================
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// MSL shaders (Metal Shading Language) — macOS
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// ============================================================================
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// NOLINTBEGIN(readability-identifier-naming)
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static const char* POSTFX_VERT_MSL = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct PostVOut {
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float4 pos [[position]];
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float2 uv;
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};
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vertex PostVOut postfx_vs(uint vid [[vertex_id]]) {
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const float2 positions[3] = { {-1.0, -1.0}, {3.0, -1.0}, {-1.0, 3.0} };
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const float2 uvs[3] = { { 0.0, 1.0}, {2.0, 1.0}, { 0.0,-1.0} };
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PostVOut out;
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out.pos = float4(positions[vid], 0.0, 1.0);
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out.uv = uvs[vid];
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return out;
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}
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)";
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static const char* POSTFX_FRAG_MSL = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct PostVOut {
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float4 pos [[position]];
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float2 uv;
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};
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struct PostFXUniforms {
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float vignette_strength;
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float chroma_strength;
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float scanline_strength;
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float screen_height;
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float mask_strength;
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float gamma_strength;
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float curvature;
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float bleeding;
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float pixel_scale;
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float time;
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float oversample; // 1.0 = sin SS, 3.0 = 3× supersampling
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float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz
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};
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// YCbCr helpers for NTSC bleeding
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static float3 rgb_to_ycc(float3 rgb) {
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return float3(
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0.299f*rgb.r + 0.587f*rgb.g + 0.114f*rgb.b,
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-0.169f*rgb.r - 0.331f*rgb.g + 0.500f*rgb.b + 0.5f,
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0.500f*rgb.r - 0.419f*rgb.g - 0.081f*rgb.b + 0.5f
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);
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}
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static float3 ycc_to_rgb(float3 ycc) {
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float y = ycc.x;
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float cb = ycc.y - 0.5f;
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float cr = ycc.z - 0.5f;
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return clamp(float3(
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y + 1.402f*cr,
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y - 0.344f*cb - 0.714f*cr,
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y + 1.772f*cb
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), 0.0f, 1.0f);
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}
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fragment float4 postfx_fs(PostVOut in [[stage_in]],
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texture2d<float> scene [[texture(0)]],
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sampler samp [[sampler(0)]],
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constant PostFXUniforms& u [[buffer(0)]]) {
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float2 uv = in.uv;
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// Curvatura barrel CRT
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if (u.curvature > 0.0f) {
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float2 c = uv - 0.5f;
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float rsq = dot(c, c);
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float2 dist = float2(0.05f, 0.1f) * u.curvature;
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float2 barrelScale = 1.0f - 0.23f * dist;
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c += c * (dist * rsq);
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c *= barrelScale;
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if (abs(c.x) >= 0.5f || abs(c.y) >= 0.5f) {
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return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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uv = c + 0.5f;
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}
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// Muestra base
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float3 base = scene.sample(samp, uv).rgb;
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// Sangrado NTSC — difuminado horizontal de crominancia.
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// step = 1 pixel de juego en espacio UV (corrige SS: scene.get_width() = game_w * oversample).
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float3 colour;
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if (u.bleeding > 0.0f) {
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float tw = float(scene.get_width());
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float step = u.oversample / tw; // 1 pixel lógico en UV
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float3 ycc = rgb_to_ycc(base);
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float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f*step, 0.0f)).rgb);
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float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f*step, 0.0f)).rgb);
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float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f*step, 0.0f)).rgb);
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float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f*step, 0.0f)).rgb);
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ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0f + ycc.yz*2.0f + ycc_r1.yz*2.0f + ycc_r2.yz) / 8.0f;
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colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
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} else {
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colour = base;
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}
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// Aberración cromática (drift animado con time para efecto NTSC real)
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float ca = u.chroma_strength * 0.005f * (1.0f + 0.15f * sin(u.time * 7.3f));
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colour.r = scene.sample(samp, uv + float2(ca, 0.0f)).r;
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colour.b = scene.sample(samp, uv - float2(ca, 0.0f)).b;
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// Corrección gamma (linealizar antes de scanlines, codificar después)
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if (u.gamma_strength > 0.0f) {
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float3 lin = pow(colour, float3(2.4f));
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colour = mix(colour, lin, u.gamma_strength);
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}
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// Scanlines — proporción 2/3 brillantes + 1/3 oscuras por fila lógica.
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// Casos especiales: 1 subfila → sin efecto; 2 subfilas → 1+1 (50/50).
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// Constantes ajustables:
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const float SCAN_DARK_RATIO = 0.333f; // fracción de subfilas oscuras (ps >= 3)
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const float SCAN_DARK_FLOOR = 0.42f; // multiplicador de brillo de subfilas oscuras
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if (u.scanline_strength > 0.0f) {
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float ps = max(1.0f, round(u.pixel_scale));
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float frac_in_row = fract(uv.y * u.screen_height);
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float row_pos = floor(frac_in_row * ps);
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float bright_rows = (ps < 2.0f) ? ps : ((ps < 3.0f) ? 1.0f : floor(ps * (1.0f - SCAN_DARK_RATIO)));
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float is_dark = step(bright_rows, row_pos);
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float scan = mix(1.0f, SCAN_DARK_FLOOR, is_dark);
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colour *= mix(1.0f, scan, u.scanline_strength);
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}
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if (u.gamma_strength > 0.0f) {
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float3 enc = pow(colour, float3(1.0f/2.2f));
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colour = mix(colour, enc, u.gamma_strength);
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}
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// Viñeta
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float2 d = uv - 0.5f;
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float vignette = 1.0f - dot(d, d) * u.vignette_strength;
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colour *= clamp(vignette, 0.0f, 1.0f);
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// Máscara de fósforo RGB — después de scanlines (orden original):
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// filas brillantes saturadas → máscara invisible, filas oscuras → RGB visible.
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if (u.mask_strength > 0.0f) {
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float whichMask = fract(in.pos.x * 0.3333333f);
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float3 mask = float3(0.80f);
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if (whichMask < 0.3333333f) mask.x = 1.0f;
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else if (whichMask < 0.6666667f) mask.y = 1.0f;
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else mask.z = 1.0f;
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colour = mix(colour, colour * mask, u.mask_strength);
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}
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// Parpadeo de fósforo CRT (~50 Hz)
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if (u.flicker > 0.0f) {
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float flicker_wave = sin(u.time * 100.0f) * 0.5f + 0.5f;
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colour *= 1.0f - u.flicker * 0.04f * flicker_wave;
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}
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return float4(colour, 1.0f);
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}
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)";
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static const char* UPSCALE_FRAG_MSL = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct VertOut { float4 pos [[position]]; float2 uv; };
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fragment float4 upscale_fs(VertOut in [[stage_in]],
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texture2d<float> scene [[texture(0)]],
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sampler smp [[sampler(0)]])
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{
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return scene.sample(smp, in.uv);
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}
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)";
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static const char* DOWNSCALE_FRAG_MSL = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct VertOut { float4 pos [[position]]; float2 uv; };
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struct DownscaleUniforms { int algorithm; float pad0; float pad1; float pad2; };
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static float lanczos_w(float t, float a) {
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t = abs(t);
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if (t < 0.0001f) { return 1.0f; }
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if (t >= a) { return 0.0f; }
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const float PI = 3.14159265358979f;
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float pt = PI * t;
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return (a * sin(pt) * sin(pt / a)) / (pt * pt);
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}
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fragment float4 downscale_fs(VertOut in [[stage_in]],
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texture2d<float> source [[texture(0)]],
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sampler smp [[sampler(0)]],
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constant DownscaleUniforms& u [[buffer(0)]])
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{
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float2 src_size = float2(source.get_width(), source.get_height());
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float2 p = in.uv * src_size;
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float2 p_floor = floor(p);
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float a = (u.algorithm == 0) ? 2.0f : 3.0f;
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int win = int(a);
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float4 color = float4(0.0f);
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float weight_sum = 0.0f;
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for (int j = -win; j <= win; j++) {
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for (int i = -win; i <= win; i++) {
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float2 tap_center = p_floor + float2(float(i), float(j)) + 0.5f;
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float2 offset = tap_center - p;
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float w = lanczos_w(offset.x, a) * lanczos_w(offset.y, a);
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color += source.sample(smp, tap_center / src_size) * w;
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weight_sum += w;
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}
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}
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return (weight_sum > 0.0f) ? (color / weight_sum) : float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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)";
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static const char* CRTPI_FRAG_MSL = R"(
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#include <metal_stdlib>
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using namespace metal;
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struct PostVOut {
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float4 pos [[position]];
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float2 uv;
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};
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struct CrtPiUniforms {
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// vec4 #0
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float scanline_weight;
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float scanline_gap_brightness;
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float bloom_factor;
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float input_gamma;
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// vec4 #1
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float output_gamma;
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float mask_brightness;
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float curvature_x;
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float curvature_y;
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// vec4 #2
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int mask_type;
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int enable_scanlines;
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int enable_multisample;
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int enable_gamma;
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// vec4 #3
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int enable_curvature;
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int enable_sharper;
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float texture_width;
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float texture_height;
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};
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static float2 crtpi_distort(float2 coord, float2 screen_scale, float cx, float cy) {
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float2 curvature = float2(cx, cy);
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float2 barrel_scale = 1.0f - (0.23f * curvature);
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coord *= screen_scale;
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coord -= 0.5f;
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (curvature * rsq);
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coord *= barrel_scale;
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if (abs(coord.x) >= 0.5f || abs(coord.y) >= 0.5f) { return float2(-1.0f); }
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coord += 0.5f;
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coord /= screen_scale;
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return coord;
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}
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static float crtpi_scan_weight(float dist, float sw, float gap) {
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return max(1.0f - dist * dist * sw, gap);
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}
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static float crtpi_scan_line(float dy, float filter_w, float sw, float gap, bool ms) {
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float w = crtpi_scan_weight(dy, sw, gap);
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if (ms) {
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w += crtpi_scan_weight(dy - filter_w, sw, gap);
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w += crtpi_scan_weight(dy + filter_w, sw, gap);
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w *= 0.3333333f;
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}
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return w;
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}
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fragment float4 crtpi_fs(PostVOut in [[stage_in]],
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texture2d<float> tex [[texture(0)]],
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sampler samp [[sampler(0)]],
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constant CrtPiUniforms& u [[buffer(0)]]) {
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float2 tex_size = float2(u.texture_width, u.texture_height);
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float filter_width = (768.0f / u.texture_height) / 3.0f;
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float2 texcoord = in.uv;
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if (u.enable_curvature != 0) {
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texcoord = crtpi_distort(texcoord, float2(1.0f, 1.0f), u.curvature_x, u.curvature_y);
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if (texcoord.x < 0.0f) { return float4(0.0f, 0.0f, 0.0f, 1.0f); }
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}
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float2 coord_in_pixels = texcoord * tex_size;
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float2 tc;
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float scan_weight;
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if (u.enable_sharper != 0) {
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float2 temp = floor(coord_in_pixels) + 0.5f;
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tc = temp / tex_size;
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float2 deltas = coord_in_pixels - temp;
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scan_weight = crtpi_scan_line(deltas.y, filter_width, u.scanline_weight, u.scanline_gap_brightness, u.enable_multisample != 0);
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float2 signs = sign(deltas);
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deltas.x *= 2.0f;
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deltas = deltas * deltas;
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deltas.y = deltas.y * deltas.y;
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deltas.x *= 0.5f;
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deltas.y *= 8.0f;
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deltas /= tex_size;
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deltas *= signs;
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tc = tc + deltas;
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} else {
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float temp_y = floor(coord_in_pixels.y) + 0.5f;
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float y_coord = temp_y / tex_size.y;
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float dy = coord_in_pixels.y - temp_y;
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scan_weight = crtpi_scan_line(dy, filter_width, u.scanline_weight, u.scanline_gap_brightness, u.enable_multisample != 0);
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float sign_y = sign(dy);
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dy = dy * dy;
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dy = dy * dy;
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dy *= 8.0f;
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dy /= tex_size.y;
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dy *= sign_y;
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tc = float2(texcoord.x, y_coord + dy);
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}
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float3 colour = tex.sample(samp, tc).rgb;
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if (u.enable_scanlines != 0) {
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if (u.enable_gamma != 0) { colour = pow(colour, float3(u.input_gamma)); }
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colour *= scan_weight * u.bloom_factor;
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if (u.enable_gamma != 0) { colour = pow(colour, float3(1.0f / u.output_gamma)); }
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}
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if (u.mask_type == 1) {
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float wm = fract(in.pos.x * 0.5f);
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float3 mask = (wm < 0.5f) ? float3(u.mask_brightness, 1.0f, u.mask_brightness)
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: float3(1.0f, u.mask_brightness, 1.0f);
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colour *= mask;
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} else if (u.mask_type == 2) {
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float wm = fract(in.pos.x * 0.3333333f);
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float3 mask = float3(u.mask_brightness);
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if (wm < 0.3333333f) mask.x = 1.0f;
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else if (wm < 0.6666666f) mask.y = 1.0f;
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else mask.z = 1.0f;
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colour *= mask;
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}
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return float4(colour, 1.0f);
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}
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)";
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// NOLINTEND(readability-identifier-naming)
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#endif // __APPLE__
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namespace Rendering {
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// ---------------------------------------------------------------------------
|
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// Destructor
|
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// ---------------------------------------------------------------------------
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SDL3GPUShader::~SDL3GPUShader() {
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destroy();
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}
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|
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// ---------------------------------------------------------------------------
|
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// init
|
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// ---------------------------------------------------------------------------
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auto SDL3GPUShader::init(SDL_Window* window,
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SDL_Texture* texture,
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const std::string& /*vertex_source*/,
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const std::string& /*fragment_source*/) -> bool {
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// Si ya estaba inicializado (p.ej. al cambiar borde), liberar recursos
|
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// de textura/pipeline pero mantener el device vivo para evitar conflictos
|
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// con SDL_Renderer en Windows/Vulkan.
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if (is_initialized_) {
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cleanup();
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}
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window_ = window;
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// Dimensions from the SDL_Texture placeholder
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float fw = 0.0F;
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float fh = 0.0F;
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SDL_GetTextureSize(texture, &fw, &fh);
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game_width_ = static_cast<int>(fw);
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game_height_ = static_cast<int>(fh);
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uniforms_.screen_height = static_cast<float>(game_height_);
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uniforms_.oversample = static_cast<float>(oversample_);
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// ----------------------------------------------------------------
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// 1. Create GPU device (solo si no existe ya)
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// ----------------------------------------------------------------
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if (preferred_driver_ == "none") {
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SDL_Log("SDL3GPUShader: GPU disabled by config, using SDL_Renderer fallback");
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driver_name_ = ""; // vacío → RenderInfo mostrará "sdl"
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return false;
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}
|
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if (device_ == nullptr) {
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#ifdef __APPLE__
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const SDL_GPUShaderFormat PREFERRED = SDL_GPU_SHADERFORMAT_MSL | SDL_GPU_SHADERFORMAT_METALLIB;
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#else
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const SDL_GPUShaderFormat PREFERRED = SDL_GPU_SHADERFORMAT_SPIRV;
|
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#endif
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const char* preferred = preferred_driver_.empty() ? nullptr : preferred_driver_.c_str();
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device_ = SDL_CreateGPUDevice(PREFERRED, false, preferred);
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if (device_ == nullptr && preferred != nullptr) {
|
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SDL_Log("SDL3GPUShader: driver '%s' not available, falling back to auto", preferred);
|
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device_ = SDL_CreateGPUDevice(PREFERRED, false, nullptr);
|
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}
|
||
if (device_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: SDL_CreateGPUDevice failed: %s", SDL_GetError());
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return false;
|
||
}
|
||
driver_name_ = SDL_GetGPUDeviceDriver(device_);
|
||
std::cout << "GPU Driver : " << driver_name_ << '\n';
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||
|
||
// ----------------------------------------------------------------
|
||
// 2. Claim window (una sola vez — no liberar hasta destroy())
|
||
// ----------------------------------------------------------------
|
||
if (!SDL_ClaimWindowForGPUDevice(device_, window_)) {
|
||
SDL_Log("SDL3GPUShader: SDL_ClaimWindowForGPUDevice failed: %s", SDL_GetError());
|
||
SDL_DestroyGPUDevice(device_);
|
||
device_ = nullptr;
|
||
return false;
|
||
}
|
||
SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, bestPresentMode(vsync_));
|
||
}
|
||
|
||
// ----------------------------------------------------------------
|
||
// 3. Create scene texture (upload target, always game resolution)
|
||
// Format: B8G8R8A8_UNORM matches SDL ARGB8888 byte layout on LE
|
||
// ----------------------------------------------------------------
|
||
SDL_GPUTextureCreateInfo tex_info = {};
|
||
tex_info.type = SDL_GPU_TEXTURETYPE_2D;
|
||
tex_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
|
||
tex_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
|
||
tex_info.width = static_cast<Uint32>(game_width_);
|
||
tex_info.height = static_cast<Uint32>(game_height_);
|
||
tex_info.layer_count_or_depth = 1;
|
||
tex_info.num_levels = 1;
|
||
scene_texture_ = SDL_CreateGPUTexture(device_, &tex_info);
|
||
if (scene_texture_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: failed to create scene texture: %s", SDL_GetError());
|
||
cleanup();
|
||
return false;
|
||
}
|
||
|
||
// scaled_texture_ se creará en el primer render() una vez conocido el zoom de ventana
|
||
ss_factor_ = 0;
|
||
|
||
// ----------------------------------------------------------------
|
||
// 4. Create upload transfer buffer (CPU → GPU, always game resolution)
|
||
// ----------------------------------------------------------------
|
||
SDL_GPUTransferBufferCreateInfo tb_info = {};
|
||
tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
|
||
tb_info.size = static_cast<Uint32>(game_width_ * game_height_ * 4);
|
||
upload_buffer_ = SDL_CreateGPUTransferBuffer(device_, &tb_info);
|
||
if (upload_buffer_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: failed to create upload buffer: %s", SDL_GetError());
|
||
cleanup();
|
||
return false;
|
||
}
|
||
|
||
// ----------------------------------------------------------------
|
||
// 5. Create samplers: NEAREST (pixel art) + LINEAR (supersampling)
|
||
// ----------------------------------------------------------------
|
||
SDL_GPUSamplerCreateInfo samp_info = {};
|
||
samp_info.min_filter = SDL_GPU_FILTER_NEAREST;
|
||
samp_info.mag_filter = SDL_GPU_FILTER_NEAREST;
|
||
samp_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
|
||
samp_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
|
||
samp_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
|
||
samp_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
|
||
sampler_ = SDL_CreateGPUSampler(device_, &samp_info);
|
||
if (sampler_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: failed to create sampler: %s", SDL_GetError());
|
||
cleanup();
|
||
return false;
|
||
}
|
||
|
||
SDL_GPUSamplerCreateInfo lsamp_info = {};
|
||
lsamp_info.min_filter = SDL_GPU_FILTER_LINEAR;
|
||
lsamp_info.mag_filter = SDL_GPU_FILTER_LINEAR;
|
||
lsamp_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
|
||
lsamp_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
|
||
lsamp_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
|
||
lsamp_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
|
||
linear_sampler_ = SDL_CreateGPUSampler(device_, &lsamp_info);
|
||
if (linear_sampler_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: failed to create linear sampler: %s", SDL_GetError());
|
||
cleanup();
|
||
return false;
|
||
}
|
||
|
||
// ----------------------------------------------------------------
|
||
// 6. Create PostFX graphics pipeline
|
||
// ----------------------------------------------------------------
|
||
if (!createPipeline()) {
|
||
cleanup();
|
||
return false;
|
||
}
|
||
|
||
// ----------------------------------------------------------------
|
||
// 7. Create CrtPi graphics pipeline
|
||
// ----------------------------------------------------------------
|
||
if (!createCrtPiPipeline()) {
|
||
cleanup();
|
||
return false;
|
||
}
|
||
|
||
is_initialized_ = true;
|
||
std::cout << "GPU Shader : initialized OK — game " << game_width_ << 'x' << game_height_ << ", oversample " << oversample_ << '\n';
|
||
return true;
|
||
}
|
||
|
||
// ---------------------------------------------------------------------------
|
||
// createPipeline
|
||
// ---------------------------------------------------------------------------
|
||
auto SDL3GPUShader::createPipeline() -> bool { // NOLINT(readability-function-cognitive-complexity)
|
||
const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
|
||
|
||
// ---- PostFX pipeline (scene/scaled → swapchain) ----
|
||
#ifdef __APPLE__
|
||
SDL_GPUShader* vert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
|
||
SDL_GPUShader* frag = createShaderMSL(device_, POSTFX_FRAG_MSL, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
|
||
#else
|
||
SDL_GPUShader* vert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
|
||
SDL_GPUShader* frag = createShaderSPIRV(device_, kpostfx_frag_spv, kpostfx_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
|
||
#endif
|
||
|
||
if ((vert == nullptr) || (frag == nullptr)) {
|
||
SDL_Log("SDL3GPUShader: failed to compile PostFX shaders");
|
||
if (vert != nullptr) { SDL_ReleaseGPUShader(device_, vert); }
|
||
if (frag != nullptr) { SDL_ReleaseGPUShader(device_, frag); }
|
||
return false;
|
||
}
|
||
|
||
SDL_GPUColorTargetBlendState no_blend = {};
|
||
no_blend.enable_blend = false;
|
||
no_blend.enable_color_write_mask = false;
|
||
|
||
SDL_GPUColorTargetDescription color_target = {};
|
||
color_target.format = SWAPCHAIN_FMT;
|
||
color_target.blend_state = no_blend;
|
||
|
||
SDL_GPUVertexInputState no_input = {};
|
||
|
||
SDL_GPUGraphicsPipelineCreateInfo pipe_info = {};
|
||
pipe_info.vertex_shader = vert;
|
||
pipe_info.fragment_shader = frag;
|
||
pipe_info.vertex_input_state = no_input;
|
||
pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
|
||
pipe_info.target_info.num_color_targets = 1;
|
||
pipe_info.target_info.color_target_descriptions = &color_target;
|
||
|
||
pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &pipe_info);
|
||
|
||
SDL_ReleaseGPUShader(device_, vert);
|
||
SDL_ReleaseGPUShader(device_, frag);
|
||
|
||
if (pipeline_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: PostFX pipeline creation failed: %s", SDL_GetError());
|
||
return false;
|
||
}
|
||
|
||
// ---- Upscale pipeline (scene → scaled_texture_, nearest) ----
|
||
#ifdef __APPLE__
|
||
SDL_GPUShader* uvert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
|
||
SDL_GPUShader* ufrag = createShaderMSL(device_, UPSCALE_FRAG_MSL, "upscale_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
|
||
#else
|
||
SDL_GPUShader* uvert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
|
||
SDL_GPUShader* ufrag = createShaderSPIRV(device_, kupscale_frag_spv, kupscale_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0);
|
||
#endif
|
||
|
||
if ((uvert == nullptr) || (ufrag == nullptr)) {
|
||
SDL_Log("SDL3GPUShader: failed to compile upscale shaders");
|
||
if (uvert != nullptr) { SDL_ReleaseGPUShader(device_, uvert); }
|
||
if (ufrag != nullptr) { SDL_ReleaseGPUShader(device_, ufrag); }
|
||
return false;
|
||
}
|
||
|
||
SDL_GPUColorTargetDescription upscale_color_target = {};
|
||
upscale_color_target.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
|
||
upscale_color_target.blend_state = no_blend;
|
||
|
||
SDL_GPUGraphicsPipelineCreateInfo upscale_pipe_info = {};
|
||
upscale_pipe_info.vertex_shader = uvert;
|
||
upscale_pipe_info.fragment_shader = ufrag;
|
||
upscale_pipe_info.vertex_input_state = no_input;
|
||
upscale_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
|
||
upscale_pipe_info.target_info.num_color_targets = 1;
|
||
upscale_pipe_info.target_info.color_target_descriptions = &upscale_color_target;
|
||
|
||
upscale_pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &upscale_pipe_info);
|
||
|
||
SDL_ReleaseGPUShader(device_, uvert);
|
||
SDL_ReleaseGPUShader(device_, ufrag);
|
||
|
||
if (upscale_pipeline_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: upscale pipeline creation failed: %s", SDL_GetError());
|
||
return false;
|
||
}
|
||
|
||
// ---- PostFX offscreen pipeline (scaled_texture_ → postfx_texture_, B8G8R8A8) ----
|
||
// Mismos shaders que pipeline_ pero con formato de salida B8G8R8A8_UNORM para textura intermedia.
|
||
#ifdef __APPLE__
|
||
SDL_GPUShader* ofvert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
|
||
SDL_GPUShader* offrag = createShaderMSL(device_, POSTFX_FRAG_MSL, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
|
||
#else
|
||
SDL_GPUShader* ofvert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
|
||
SDL_GPUShader* offrag = createShaderSPIRV(device_, kpostfx_frag_spv, kpostfx_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
|
||
#endif
|
||
|
||
if ((ofvert == nullptr) || (offrag == nullptr)) {
|
||
SDL_Log("SDL3GPUShader: failed to compile PostFX offscreen shaders");
|
||
if (ofvert != nullptr) { SDL_ReleaseGPUShader(device_, ofvert); }
|
||
if (offrag != nullptr) { SDL_ReleaseGPUShader(device_, offrag); }
|
||
return false;
|
||
}
|
||
|
||
SDL_GPUColorTargetDescription offscreen_color_target = {};
|
||
offscreen_color_target.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
|
||
offscreen_color_target.blend_state = no_blend;
|
||
|
||
SDL_GPUGraphicsPipelineCreateInfo offscreen_pipe_info = {};
|
||
offscreen_pipe_info.vertex_shader = ofvert;
|
||
offscreen_pipe_info.fragment_shader = offrag;
|
||
offscreen_pipe_info.vertex_input_state = no_input;
|
||
offscreen_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
|
||
offscreen_pipe_info.target_info.num_color_targets = 1;
|
||
offscreen_pipe_info.target_info.color_target_descriptions = &offscreen_color_target;
|
||
|
||
postfx_offscreen_pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &offscreen_pipe_info);
|
||
|
||
SDL_ReleaseGPUShader(device_, ofvert);
|
||
SDL_ReleaseGPUShader(device_, offrag);
|
||
|
||
if (postfx_offscreen_pipeline_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: PostFX offscreen pipeline creation failed: %s", SDL_GetError());
|
||
return false;
|
||
}
|
||
|
||
// ---- Downscale pipeline (postfx_texture_ → swapchain, Lanczos) ----
|
||
#ifdef __APPLE__
|
||
SDL_GPUShader* dvert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
|
||
SDL_GPUShader* dfrag = createShaderMSL(device_, DOWNSCALE_FRAG_MSL, "downscale_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
|
||
#else
|
||
SDL_GPUShader* dvert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
|
||
SDL_GPUShader* dfrag = createShaderSPIRV(device_, kdownscale_frag_spv, kdownscale_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
|
||
#endif
|
||
|
||
if ((dvert == nullptr) || (dfrag == nullptr)) {
|
||
SDL_Log("SDL3GPUShader: failed to compile downscale shaders");
|
||
if (dvert != nullptr) { SDL_ReleaseGPUShader(device_, dvert); }
|
||
if (dfrag != nullptr) { SDL_ReleaseGPUShader(device_, dfrag); }
|
||
return false;
|
||
}
|
||
|
||
SDL_GPUColorTargetDescription downscale_color_target = {};
|
||
downscale_color_target.format = SWAPCHAIN_FMT;
|
||
downscale_color_target.blend_state = no_blend;
|
||
|
||
SDL_GPUGraphicsPipelineCreateInfo downscale_pipe_info = {};
|
||
downscale_pipe_info.vertex_shader = dvert;
|
||
downscale_pipe_info.fragment_shader = dfrag;
|
||
downscale_pipe_info.vertex_input_state = no_input;
|
||
downscale_pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
|
||
downscale_pipe_info.target_info.num_color_targets = 1;
|
||
downscale_pipe_info.target_info.color_target_descriptions = &downscale_color_target;
|
||
|
||
downscale_pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &downscale_pipe_info);
|
||
|
||
SDL_ReleaseGPUShader(device_, dvert);
|
||
SDL_ReleaseGPUShader(device_, dfrag);
|
||
|
||
if (downscale_pipeline_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: downscale pipeline creation failed: %s", SDL_GetError());
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
// ---------------------------------------------------------------------------
|
||
// createCrtPiPipeline — pipeline dedicado para el shader CRT-Pi.
|
||
// Usa el mismo vertex shader que postfx (fullscreen-triangle genérico).
|
||
// El fragment shader es específico para el algoritmo CRT-Pi.
|
||
// Sin supersampling ni Lanczos: va siempre directo al swapchain.
|
||
// ---------------------------------------------------------------------------
|
||
auto SDL3GPUShader::createCrtPiPipeline() -> bool {
|
||
const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
|
||
|
||
#ifdef __APPLE__
|
||
SDL_GPUShader* vert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
|
||
SDL_GPUShader* frag = createShaderMSL(device_, CRTPI_FRAG_MSL, "crtpi_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
|
||
#else
|
||
SDL_GPUShader* vert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
|
||
SDL_GPUShader* frag = createShaderSPIRV(device_, kcrtpi_frag_spv, kcrtpi_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
|
||
#endif
|
||
|
||
if ((vert == nullptr) || (frag == nullptr)) {
|
||
SDL_Log("SDL3GPUShader: failed to compile CrtPi shaders");
|
||
if (vert != nullptr) { SDL_ReleaseGPUShader(device_, vert); }
|
||
if (frag != nullptr) { SDL_ReleaseGPUShader(device_, frag); }
|
||
return false;
|
||
}
|
||
|
||
SDL_GPUColorTargetBlendState no_blend = {};
|
||
no_blend.enable_blend = false;
|
||
no_blend.enable_color_write_mask = false;
|
||
|
||
SDL_GPUColorTargetDescription color_target = {};
|
||
color_target.format = SWAPCHAIN_FMT;
|
||
color_target.blend_state = no_blend;
|
||
|
||
SDL_GPUVertexInputState no_input = {};
|
||
|
||
SDL_GPUGraphicsPipelineCreateInfo pipe_info = {};
|
||
pipe_info.vertex_shader = vert;
|
||
pipe_info.fragment_shader = frag;
|
||
pipe_info.vertex_input_state = no_input;
|
||
pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
|
||
pipe_info.target_info.num_color_targets = 1;
|
||
pipe_info.target_info.color_target_descriptions = &color_target;
|
||
|
||
crtpi_pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &pipe_info);
|
||
|
||
SDL_ReleaseGPUShader(device_, vert);
|
||
SDL_ReleaseGPUShader(device_, frag);
|
||
|
||
if (crtpi_pipeline_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: CrtPi pipeline creation failed: %s", SDL_GetError());
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
// ---------------------------------------------------------------------------
|
||
// uploadPixels — copies ARGB8888 CPU pixels into the GPU transfer buffer.
|
||
// Con supersampling (oversample_ > 1) expande cada pixel del juego a un bloque
|
||
// oversample × oversample y hornea la scanline oscura en la última fila del bloque.
|
||
// ---------------------------------------------------------------------------
|
||
void SDL3GPUShader::uploadPixels(const Uint32* pixels, int width, int height) {
|
||
if (!is_initialized_ || (upload_buffer_ == nullptr)) { return; }
|
||
|
||
void* mapped = SDL_MapGPUTransferBuffer(device_, upload_buffer_, false);
|
||
if (mapped == nullptr) {
|
||
SDL_Log("SDL3GPUShader: SDL_MapGPUTransferBuffer failed: %s", SDL_GetError());
|
||
return;
|
||
}
|
||
|
||
// Copia directa — el upscale lo hace la GPU en el primer render pass
|
||
std::memcpy(mapped, pixels, static_cast<size_t>(width * height * 4));
|
||
|
||
SDL_UnmapGPUTransferBuffer(device_, upload_buffer_);
|
||
}
|
||
|
||
// ---------------------------------------------------------------------------
|
||
// render — upload scene texture + PostFX pass → swapchain
|
||
// ---------------------------------------------------------------------------
|
||
void SDL3GPUShader::render() { // NOLINT(readability-function-cognitive-complexity)
|
||
if (!is_initialized_) { return; }
|
||
|
||
// Paso 0: si SS activo, calcular el factor necesario según el zoom actual y recrear si cambió.
|
||
// Factor = primer múltiplo de 3 >= zoom (mín 3). Se recrea solo en saltos de factor.
|
||
if (oversample_ > 1 && game_height_ > 0) {
|
||
int win_w = 0;
|
||
int win_h = 0;
|
||
SDL_GetWindowSizeInPixels(window_, &win_w, &win_h);
|
||
const float ZOOM = static_cast<float>(win_h) / static_cast<float>(game_height_);
|
||
const int NEED_FACTOR = calcSsFactor(ZOOM);
|
||
if (NEED_FACTOR != ss_factor_) {
|
||
SDL_WaitForGPUIdle(device_);
|
||
recreateScaledTexture(NEED_FACTOR);
|
||
}
|
||
}
|
||
|
||
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device_);
|
||
if (cmd == nullptr) {
|
||
SDL_Log("SDL3GPUShader: SDL_AcquireGPUCommandBuffer failed: %s", SDL_GetError());
|
||
return;
|
||
}
|
||
|
||
// ---- Copy pass: transfer buffer → scene texture (siempre a resolución del juego) ----
|
||
SDL_GPUCopyPass* copy = SDL_BeginGPUCopyPass(cmd);
|
||
if (copy != nullptr) {
|
||
SDL_GPUTextureTransferInfo src = {};
|
||
src.transfer_buffer = upload_buffer_;
|
||
src.offset = 0;
|
||
src.pixels_per_row = static_cast<Uint32>(game_width_);
|
||
src.rows_per_layer = static_cast<Uint32>(game_height_);
|
||
|
||
SDL_GPUTextureRegion dst = {};
|
||
dst.texture = scene_texture_;
|
||
dst.w = static_cast<Uint32>(game_width_);
|
||
dst.h = static_cast<Uint32>(game_height_);
|
||
dst.d = 1;
|
||
|
||
SDL_UploadToGPUTexture(copy, &src, &dst, false);
|
||
SDL_EndGPUCopyPass(copy);
|
||
}
|
||
|
||
// ---- 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 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).
|
||
SDL_GPUTexture* effective_scene = scene_texture_;
|
||
int effective_height = game_height_;
|
||
|
||
if (oversample_ > 1 && scaled_texture_ != nullptr && upscale_pipeline_ != nullptr) {
|
||
SDL_GPUColorTargetInfo upscale_target = {};
|
||
upscale_target.texture = scaled_texture_;
|
||
upscale_target.load_op = SDL_GPU_LOADOP_DONT_CARE;
|
||
upscale_target.store_op = SDL_GPU_STOREOP_STORE;
|
||
|
||
// 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) {
|
||
SDL_BindGPUGraphicsPipeline(upass, upscale_pipeline_);
|
||
SDL_GPUTextureSamplerBinding ubinding = {};
|
||
ubinding.texture = scene_texture_;
|
||
ubinding.sampler = (use_linear && linear_sampler_ != nullptr) ? linear_sampler_ : sampler_;
|
||
SDL_BindGPUFragmentSamplers(upass, 0, &ubinding, 1);
|
||
SDL_DrawGPUPrimitives(upass, 3, 1, 0, 0);
|
||
SDL_EndGPURenderPass(upass);
|
||
}
|
||
effective_scene = scaled_texture_;
|
||
effective_height = stretch_4_3_ ? static_cast<int>(static_cast<float>(game_height_) * 1.2F) : game_height_;
|
||
} else if (stretch_4_3_) {
|
||
// Sense SS: el viewport s'encarrega de l'estirament geomètric
|
||
effective_height = static_cast<int>(static_cast<float>(game_height_) * 1.2F);
|
||
}
|
||
|
||
// ---- Acquire swapchain texture ----
|
||
SDL_GPUTexture* swapchain = nullptr;
|
||
Uint32 sw = 0;
|
||
Uint32 sh = 0;
|
||
if (!SDL_AcquireGPUSwapchainTexture(cmd, window_, &swapchain, &sw, &sh)) {
|
||
SDL_Log("SDL3GPUShader: SDL_AcquireGPUSwapchainTexture failed: %s", SDL_GetError());
|
||
SDL_SubmitGPUCommandBuffer(cmd);
|
||
return;
|
||
}
|
||
if (swapchain == nullptr) {
|
||
// Window minimized — skip frame
|
||
SDL_SubmitGPUCommandBuffer(cmd);
|
||
return;
|
||
}
|
||
|
||
// ---- Calcular viewport (dimensions lògiques del canvas) ----
|
||
// Si 4:3 actiu, effective_height ja és 240 (la textura estirada)
|
||
const float logical_w = static_cast<float>(game_width_);
|
||
const float logical_h = static_cast<float>(effective_height);
|
||
|
||
float vx = 0.0F;
|
||
float vy = 0.0F;
|
||
float vw = 0.0F;
|
||
float vh = 0.0F;
|
||
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);
|
||
|
||
// pixel_scale: subpíxels per píxel lògic.
|
||
// Sense SS: vh/effective_height (zoom de finestra).
|
||
// Amb SS: ss_factor_ exacte (3, 6, 9...).
|
||
if (oversample_ > 1 && ss_factor_ > 0) {
|
||
uniforms_.pixel_scale = static_cast<float>(ss_factor_);
|
||
} else {
|
||
uniforms_.pixel_scale = (effective_height > 0) ? (vh / static_cast<float>(effective_height)) : 1.0F;
|
||
}
|
||
uniforms_.screen_height = static_cast<float>(effective_height);
|
||
uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
|
||
uniforms_.oversample = (oversample_ > 1 && ss_factor_ > 0)
|
||
? static_cast<float>(ss_factor_)
|
||
: 1.0F;
|
||
|
||
// ---- Path CrtPi: directo scene_texture_ → swapchain, sin SS ni Lanczos ----
|
||
if (active_shader_ == ShaderType::CRTPI && crtpi_pipeline_ != nullptr) {
|
||
SDL_GPUColorTargetInfo color_target = {};
|
||
color_target.texture = swapchain;
|
||
color_target.load_op = SDL_GPU_LOADOP_CLEAR;
|
||
color_target.store_op = SDL_GPU_STOREOP_STORE;
|
||
color_target.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
|
||
|
||
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, nullptr);
|
||
if (pass != nullptr) {
|
||
SDL_BindGPUGraphicsPipeline(pass, crtpi_pipeline_);
|
||
SDL_GPUViewport vp = {.x = vx, .y = vy, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F};
|
||
SDL_SetGPUViewport(pass, &vp);
|
||
|
||
SDL_GPUTextureSamplerBinding binding = {};
|
||
binding.texture = effective_scene;
|
||
binding.sampler = sampler_; // NEAREST: el shader CrtPi fa el seu propi filtrat analític
|
||
SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
|
||
|
||
// Injectar texture_width/height abans del push
|
||
crtpi_uniforms_.texture_width = static_cast<float>(game_width_);
|
||
crtpi_uniforms_.texture_height = static_cast<float>(effective_height);
|
||
SDL_PushGPUFragmentUniformData(cmd, 0, &crtpi_uniforms_, sizeof(CrtPiUniforms));
|
||
|
||
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
|
||
SDL_EndGPURenderPass(pass);
|
||
}
|
||
|
||
SDL_SubmitGPUCommandBuffer(cmd);
|
||
return;
|
||
}
|
||
|
||
// ---- Determinar si usar el path Lanczos (SS activo + algo seleccionado) ----
|
||
const bool USE_LANCZOS = (oversample_ > 1 && downscale_algo_ > 0 && scaled_texture_ != nullptr && postfx_texture_ != nullptr && postfx_offscreen_pipeline_ != nullptr && downscale_pipeline_ != nullptr);
|
||
|
||
if (USE_LANCZOS) {
|
||
// ---- Pass A: PostFX → postfx_texture_ (full scaled size, sin viewport) ----
|
||
SDL_GPUColorTargetInfo postfx_target = {};
|
||
postfx_target.texture = postfx_texture_;
|
||
postfx_target.load_op = SDL_GPU_LOADOP_CLEAR;
|
||
postfx_target.store_op = SDL_GPU_STOREOP_STORE;
|
||
postfx_target.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
|
||
|
||
SDL_GPURenderPass* ppass = SDL_BeginGPURenderPass(cmd, &postfx_target, 1, nullptr);
|
||
if (ppass != nullptr) {
|
||
SDL_BindGPUGraphicsPipeline(ppass, postfx_offscreen_pipeline_);
|
||
SDL_GPUTextureSamplerBinding pbinding = {};
|
||
pbinding.texture = scaled_texture_;
|
||
pbinding.sampler = sampler_; // NEAREST: 1:1 pass, efectos calculados analíticamente
|
||
SDL_BindGPUFragmentSamplers(ppass, 0, &pbinding, 1);
|
||
SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(PostFXUniforms));
|
||
SDL_DrawGPUPrimitives(ppass, 3, 1, 0, 0);
|
||
SDL_EndGPURenderPass(ppass);
|
||
}
|
||
|
||
// ---- Pass B: Downscale Lanczos → swapchain (con viewport/letterbox) ----
|
||
SDL_GPUColorTargetInfo ds_target = {};
|
||
ds_target.texture = swapchain;
|
||
ds_target.load_op = SDL_GPU_LOADOP_CLEAR;
|
||
ds_target.store_op = SDL_GPU_STOREOP_STORE;
|
||
ds_target.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
|
||
|
||
SDL_GPURenderPass* dpass = SDL_BeginGPURenderPass(cmd, &ds_target, 1, nullptr);
|
||
if (dpass != nullptr) {
|
||
SDL_BindGPUGraphicsPipeline(dpass, downscale_pipeline_);
|
||
SDL_GPUViewport vp = {.x = vx, .y = vy, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F};
|
||
SDL_SetGPUViewport(dpass, &vp);
|
||
SDL_GPUTextureSamplerBinding dbinding = {};
|
||
dbinding.texture = postfx_texture_;
|
||
dbinding.sampler = sampler_; // NEAREST: el shader Lanczos hace su propia interpolación
|
||
SDL_BindGPUFragmentSamplers(dpass, 0, &dbinding, 1);
|
||
// algorithm: 0=Lanczos2, 1=Lanczos3 (downscale_algo_ es 1-based)
|
||
DownscaleUniforms downscale_u = {.algorithm = downscale_algo_ - 1, .pad0 = 0.0F, .pad1 = 0.0F, .pad2 = 0.0F};
|
||
SDL_PushGPUFragmentUniformData(cmd, 0, &downscale_u, sizeof(DownscaleUniforms));
|
||
SDL_DrawGPUPrimitives(dpass, 3, 1, 0, 0);
|
||
SDL_EndGPURenderPass(dpass);
|
||
}
|
||
} else {
|
||
// ---- Render pass: PostFX → swapchain directamente (bilinear, comportamiento original) ----
|
||
SDL_GPUColorTargetInfo color_target = {};
|
||
color_target.texture = swapchain;
|
||
color_target.load_op = SDL_GPU_LOADOP_CLEAR;
|
||
color_target.store_op = SDL_GPU_STOREOP_STORE;
|
||
color_target.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
|
||
|
||
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, nullptr);
|
||
if (pass != nullptr) {
|
||
SDL_BindGPUGraphicsPipeline(pass, pipeline_);
|
||
SDL_GPUViewport vp = {.x = vx, .y = vy, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F};
|
||
SDL_SetGPUViewport(pass, &vp);
|
||
|
||
// Amb SS: llegir de scaled_texture_ amb LINEAR; sense SS: effective_scene amb NEAREST.
|
||
SDL_GPUTexture* input_texture = (oversample_ > 1 && scaled_texture_ != nullptr)
|
||
? scaled_texture_
|
||
: effective_scene;
|
||
SDL_GPUSampler* active_sampler = (oversample_ > 1 && linear_sampler_ != nullptr)
|
||
? linear_sampler_
|
||
: sampler_;
|
||
|
||
SDL_GPUTextureSamplerBinding binding = {};
|
||
binding.texture = input_texture;
|
||
binding.sampler = active_sampler;
|
||
SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
|
||
|
||
SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(PostFXUniforms));
|
||
|
||
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
|
||
SDL_EndGPURenderPass(pass);
|
||
}
|
||
}
|
||
|
||
SDL_SubmitGPUCommandBuffer(cmd);
|
||
}
|
||
|
||
// ---------------------------------------------------------------------------
|
||
// cleanup — libera pipeline/texturas/buffer pero mantiene device + swapchain
|
||
// ---------------------------------------------------------------------------
|
||
void SDL3GPUShader::cleanup() {
|
||
is_initialized_ = false;
|
||
|
||
if (device_ != nullptr) {
|
||
SDL_WaitForGPUIdle(device_);
|
||
|
||
if (pipeline_ != nullptr) {
|
||
SDL_ReleaseGPUGraphicsPipeline(device_, pipeline_);
|
||
pipeline_ = nullptr;
|
||
}
|
||
if (crtpi_pipeline_ != nullptr) {
|
||
SDL_ReleaseGPUGraphicsPipeline(device_, crtpi_pipeline_);
|
||
crtpi_pipeline_ = nullptr;
|
||
}
|
||
if (postfx_offscreen_pipeline_ != nullptr) {
|
||
SDL_ReleaseGPUGraphicsPipeline(device_, postfx_offscreen_pipeline_);
|
||
postfx_offscreen_pipeline_ = nullptr;
|
||
}
|
||
if (upscale_pipeline_ != nullptr) {
|
||
SDL_ReleaseGPUGraphicsPipeline(device_, upscale_pipeline_);
|
||
upscale_pipeline_ = nullptr;
|
||
}
|
||
if (downscale_pipeline_ != nullptr) {
|
||
SDL_ReleaseGPUGraphicsPipeline(device_, downscale_pipeline_);
|
||
downscale_pipeline_ = nullptr;
|
||
}
|
||
if (scene_texture_ != nullptr) {
|
||
SDL_ReleaseGPUTexture(device_, scene_texture_);
|
||
scene_texture_ = nullptr;
|
||
}
|
||
if (scaled_texture_ != nullptr) {
|
||
SDL_ReleaseGPUTexture(device_, scaled_texture_);
|
||
scaled_texture_ = nullptr;
|
||
}
|
||
if (postfx_texture_ != nullptr) {
|
||
SDL_ReleaseGPUTexture(device_, postfx_texture_);
|
||
postfx_texture_ = nullptr;
|
||
}
|
||
ss_factor_ = 0;
|
||
if (upload_buffer_ != nullptr) {
|
||
SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_);
|
||
upload_buffer_ = nullptr;
|
||
}
|
||
if (sampler_ != nullptr) {
|
||
SDL_ReleaseGPUSampler(device_, sampler_);
|
||
sampler_ = nullptr;
|
||
}
|
||
if (linear_sampler_ != nullptr) {
|
||
SDL_ReleaseGPUSampler(device_, linear_sampler_);
|
||
linear_sampler_ = nullptr;
|
||
}
|
||
// device_ y el claim de la ventana se mantienen vivos
|
||
}
|
||
}
|
||
|
||
// ---------------------------------------------------------------------------
|
||
// destroy — limpieza completa incluyendo device y swapchain (solo al cerrar)
|
||
// ---------------------------------------------------------------------------
|
||
void SDL3GPUShader::destroy() {
|
||
cleanup();
|
||
|
||
if (device_ != nullptr) {
|
||
if (window_ != nullptr) {
|
||
SDL_ReleaseWindowFromGPUDevice(device_, window_);
|
||
}
|
||
SDL_DestroyGPUDevice(device_);
|
||
device_ = nullptr;
|
||
}
|
||
window_ = nullptr;
|
||
}
|
||
|
||
// ---------------------------------------------------------------------------
|
||
// Shader creation helpers
|
||
// ---------------------------------------------------------------------------
|
||
auto SDL3GPUShader::createShaderMSL(SDL_GPUDevice* device,
|
||
const char* msl_source,
|
||
const char* entrypoint,
|
||
SDL_GPUShaderStage stage,
|
||
Uint32 num_samplers,
|
||
Uint32 num_uniform_buffers) -> SDL_GPUShader* {
|
||
SDL_GPUShaderCreateInfo info = {};
|
||
info.code = reinterpret_cast<const Uint8*>(msl_source);
|
||
info.code_size = std::strlen(msl_source) + 1;
|
||
info.entrypoint = entrypoint;
|
||
info.format = SDL_GPU_SHADERFORMAT_MSL;
|
||
info.stage = stage;
|
||
info.num_samplers = num_samplers;
|
||
info.num_uniform_buffers = num_uniform_buffers;
|
||
SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
|
||
if (shader == nullptr) {
|
||
SDL_Log("SDL3GPUShader: MSL shader '%s' failed: %s", entrypoint, SDL_GetError());
|
||
}
|
||
return shader;
|
||
}
|
||
|
||
auto SDL3GPUShader::createShaderSPIRV(SDL_GPUDevice* device, // NOLINT(readability-convert-member-functions-to-static)
|
||
const uint8_t* spv_code,
|
||
size_t spv_size,
|
||
const char* entrypoint,
|
||
SDL_GPUShaderStage stage,
|
||
Uint32 num_samplers,
|
||
Uint32 num_uniform_buffers) -> SDL_GPUShader* {
|
||
SDL_GPUShaderCreateInfo info = {};
|
||
info.code = spv_code;
|
||
info.code_size = spv_size;
|
||
info.entrypoint = entrypoint;
|
||
info.format = SDL_GPU_SHADERFORMAT_SPIRV;
|
||
info.stage = stage;
|
||
info.num_samplers = num_samplers;
|
||
info.num_uniform_buffers = num_uniform_buffers;
|
||
SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
|
||
if (shader == nullptr) {
|
||
SDL_Log("SDL3GPUShader: SPIRV shader '%s' failed: %s", entrypoint, SDL_GetError());
|
||
}
|
||
return shader;
|
||
}
|
||
|
||
void SDL3GPUShader::setPostFXParams(const PostFXParams& p) {
|
||
uniforms_.vignette_strength = p.vignette;
|
||
uniforms_.chroma_strength = p.chroma;
|
||
uniforms_.mask_strength = p.mask;
|
||
uniforms_.gamma_strength = p.gamma;
|
||
uniforms_.curvature = p.curvature;
|
||
uniforms_.bleeding = p.bleeding;
|
||
uniforms_.flicker = p.flicker;
|
||
|
||
// Las scanlines siempre las aplica el shader PostFX en GPU.
|
||
uniforms_.scanline_strength = p.scanlines;
|
||
}
|
||
|
||
void SDL3GPUShader::setCrtPiParams(const CrtPiParams& p) {
|
||
crtpi_uniforms_.scanline_weight = p.scanline_weight;
|
||
crtpi_uniforms_.scanline_gap_brightness = p.scanline_gap_brightness;
|
||
crtpi_uniforms_.bloom_factor = p.bloom_factor;
|
||
crtpi_uniforms_.input_gamma = p.input_gamma;
|
||
crtpi_uniforms_.output_gamma = p.output_gamma;
|
||
crtpi_uniforms_.mask_brightness = p.mask_brightness;
|
||
crtpi_uniforms_.curvature_x = p.curvature_x;
|
||
crtpi_uniforms_.curvature_y = p.curvature_y;
|
||
crtpi_uniforms_.mask_type = p.mask_type;
|
||
crtpi_uniforms_.enable_scanlines = p.enable_scanlines ? 1 : 0;
|
||
crtpi_uniforms_.enable_multisample = p.enable_multisample ? 1 : 0;
|
||
crtpi_uniforms_.enable_gamma = p.enable_gamma ? 1 : 0;
|
||
crtpi_uniforms_.enable_curvature = p.enable_curvature ? 1 : 0;
|
||
crtpi_uniforms_.enable_sharper = p.enable_sharper ? 1 : 0;
|
||
// texture_width/height se inyectan en render() cada frame
|
||
}
|
||
|
||
void SDL3GPUShader::setActiveShader(ShaderType type) {
|
||
active_shader_ = type;
|
||
}
|
||
|
||
auto SDL3GPUShader::bestPresentMode(bool vsync) const -> SDL_GPUPresentMode {
|
||
if (vsync) {
|
||
return SDL_GPU_PRESENTMODE_VSYNC;
|
||
}
|
||
// IMMEDIATE: sin sincronización — el driver puede no soportarlo en Wayland/compositing
|
||
if (SDL_WindowSupportsGPUPresentMode(device_, window_, SDL_GPU_PRESENTMODE_IMMEDIATE)) {
|
||
return SDL_GPU_PRESENTMODE_IMMEDIATE;
|
||
}
|
||
// MAILBOX: presenta en el siguiente VBlank pero sin bloquear el hilo (triple buffer)
|
||
if (SDL_WindowSupportsGPUPresentMode(device_, window_, SDL_GPU_PRESENTMODE_MAILBOX)) {
|
||
SDL_Log("SDL3GPUShader: IMMEDIATE no soportado, usando MAILBOX para VSync desactivado");
|
||
return SDL_GPU_PRESENTMODE_MAILBOX;
|
||
}
|
||
SDL_Log("SDL3GPUShader: IMMEDIATE y MAILBOX no soportados, forzando VSYNC");
|
||
return SDL_GPU_PRESENTMODE_VSYNC;
|
||
}
|
||
|
||
void SDL3GPUShader::setVSync(bool vsync) {
|
||
vsync_ = vsync;
|
||
if (device_ != nullptr && window_ != nullptr) {
|
||
SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, bestPresentMode(vsync_));
|
||
}
|
||
}
|
||
|
||
void SDL3GPUShader::setScalingMode(Options::ScalingMode mode) {
|
||
scaling_mode_ = mode;
|
||
}
|
||
|
||
void SDL3GPUShader::setStretch4_3(bool enabled) {
|
||
stretch_4_3_ = enabled;
|
||
if (!is_initialized_ || device_ == nullptr) return;
|
||
|
||
// Recrear scaled_texture_ perquè tinga les dimensions correctes (amb o sense 4:3)
|
||
if (oversample_ > 1 && ss_factor_ > 0) {
|
||
SDL_WaitForGPUIdle(device_);
|
||
recreateScaledTexture(ss_factor_);
|
||
}
|
||
}
|
||
|
||
// ---------------------------------------------------------------------------
|
||
// setOversample — cambia el factor SS; recrea texturas si ya está inicializado
|
||
// ---------------------------------------------------------------------------
|
||
void SDL3GPUShader::setOversample(int factor) {
|
||
const int NEW_FACTOR = std::max(1, factor);
|
||
if (NEW_FACTOR == oversample_) { return; }
|
||
oversample_ = NEW_FACTOR;
|
||
if (is_initialized_) {
|
||
reinitTexturesAndBuffer();
|
||
// scanline_strength se actualizará en el próximo setPostFXParams
|
||
}
|
||
}
|
||
|
||
void SDL3GPUShader::setDownscaleAlgo(int algo) {
|
||
downscale_algo_ = std::max(0, std::min(algo, 2));
|
||
}
|
||
|
||
auto SDL3GPUShader::getSsTextureSize() const -> std::pair<int, int> {
|
||
if (ss_factor_ <= 1) { return {0, 0}; }
|
||
return {game_width_ * ss_factor_, game_height_ * ss_factor_};
|
||
}
|
||
|
||
// ---------------------------------------------------------------------------
|
||
// reinitTexturesAndBuffer — recrea scene_texture_, scaled_texture_ y
|
||
// upload_buffer_ con el factor oversample_ actual. No toca pipelines ni samplers.
|
||
// ---------------------------------------------------------------------------
|
||
auto SDL3GPUShader::reinitTexturesAndBuffer() -> bool {
|
||
if (device_ == nullptr) { return false; }
|
||
SDL_WaitForGPUIdle(device_);
|
||
|
||
if (scene_texture_ != nullptr) {
|
||
SDL_ReleaseGPUTexture(device_, scene_texture_);
|
||
scene_texture_ = nullptr;
|
||
}
|
||
// scaled_texture_ se libera aquí; se recreará en el primer render() con el factor correcto
|
||
if (scaled_texture_ != nullptr) {
|
||
SDL_ReleaseGPUTexture(device_, scaled_texture_);
|
||
scaled_texture_ = nullptr;
|
||
}
|
||
ss_factor_ = 0;
|
||
|
||
if (upload_buffer_ != nullptr) {
|
||
SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_);
|
||
upload_buffer_ = nullptr;
|
||
}
|
||
|
||
uniforms_.screen_height = static_cast<float>(game_height_);
|
||
uniforms_.oversample = static_cast<float>(oversample_);
|
||
|
||
// scene_texture_: siempre a resolución del juego
|
||
SDL_GPUTextureCreateInfo tex_info = {};
|
||
tex_info.type = SDL_GPU_TEXTURETYPE_2D;
|
||
tex_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
|
||
tex_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
|
||
tex_info.width = static_cast<Uint32>(game_width_);
|
||
tex_info.height = static_cast<Uint32>(game_height_);
|
||
tex_info.layer_count_or_depth = 1;
|
||
tex_info.num_levels = 1;
|
||
scene_texture_ = SDL_CreateGPUTexture(device_, &tex_info);
|
||
if (scene_texture_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: reinit — failed to create scene texture: %s", SDL_GetError());
|
||
return false;
|
||
}
|
||
|
||
// upload_buffer_: siempre a resolución del juego
|
||
SDL_GPUTransferBufferCreateInfo tb_info = {};
|
||
tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
|
||
tb_info.size = static_cast<Uint32>(game_width_ * game_height_ * 4);
|
||
upload_buffer_ = SDL_CreateGPUTransferBuffer(device_, &tb_info);
|
||
if (upload_buffer_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: reinit — failed to create upload buffer: %s", SDL_GetError());
|
||
SDL_ReleaseGPUTexture(device_, scene_texture_);
|
||
scene_texture_ = nullptr;
|
||
return false;
|
||
}
|
||
|
||
SDL_Log("SDL3GPUShader: reinit — scene %dx%d, SS %s (scaled se creará en render)",
|
||
game_width_,
|
||
game_height_,
|
||
oversample_ > 1 ? "on" : "off");
|
||
return true;
|
||
}
|
||
|
||
// ---------------------------------------------------------------------------
|
||
// calcSsFactor — primer múltiplo de 3 >= zoom, mínimo 3.
|
||
// Ejemplos: zoom 1,2,3 → 3; zoom 4,5,6 → 6; zoom 4.4 → 6; zoom 7,8,9 → 9.
|
||
// ---------------------------------------------------------------------------
|
||
auto SDL3GPUShader::calcSsFactor(float zoom) -> int {
|
||
const int MULTIPLE = 3;
|
||
const int N = static_cast<int>(std::ceil(zoom / static_cast<float>(MULTIPLE)));
|
||
return std::max(1, N) * MULTIPLE;
|
||
}
|
||
|
||
// ---------------------------------------------------------------------------
|
||
// recreateScaledTexture — libera y recrea scaled_texture_ para el factor dado.
|
||
// Llamar solo cuando device_ no esté ejecutando comandos (SDL_WaitForGPUIdle previo).
|
||
// ---------------------------------------------------------------------------
|
||
auto SDL3GPUShader::recreateScaledTexture(int factor) -> bool {
|
||
if (scaled_texture_ != nullptr) {
|
||
SDL_ReleaseGPUTexture(device_, scaled_texture_);
|
||
scaled_texture_ = nullptr;
|
||
}
|
||
if (postfx_texture_ != nullptr) {
|
||
SDL_ReleaseGPUTexture(device_, postfx_texture_);
|
||
postfx_texture_ = nullptr;
|
||
}
|
||
ss_factor_ = 0;
|
||
|
||
const int W = game_width_ * factor;
|
||
// Si 4:3 actiu, l'alçada inclou l'estirament (200 * factor * 1.2)
|
||
const int H = stretch_4_3_
|
||
? static_cast<int>(static_cast<float>(game_height_) * 1.2F * static_cast<float>(factor))
|
||
: game_height_ * factor;
|
||
|
||
SDL_GPUTextureCreateInfo info = {};
|
||
info.type = SDL_GPU_TEXTURETYPE_2D;
|
||
info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
|
||
info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER | SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
|
||
info.width = static_cast<Uint32>(W);
|
||
info.height = static_cast<Uint32>(H);
|
||
info.layer_count_or_depth = 1;
|
||
info.num_levels = 1;
|
||
|
||
scaled_texture_ = SDL_CreateGPUTexture(device_, &info);
|
||
if (scaled_texture_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: failed to create scaled texture %dx%d (factor %d): %s",
|
||
W,
|
||
H,
|
||
factor,
|
||
SDL_GetError());
|
||
return false;
|
||
}
|
||
|
||
postfx_texture_ = SDL_CreateGPUTexture(device_, &info);
|
||
if (postfx_texture_ == nullptr) {
|
||
SDL_Log("SDL3GPUShader: failed to create postfx texture %dx%d (factor %d): %s",
|
||
W,
|
||
H,
|
||
factor,
|
||
SDL_GetError());
|
||
SDL_ReleaseGPUTexture(device_, scaled_texture_);
|
||
scaled_texture_ = nullptr;
|
||
return false;
|
||
}
|
||
|
||
ss_factor_ = factor;
|
||
SDL_Log("SDL3GPUShader: scaled+postfx textures %dx%d (factor %d×)", W, H, factor);
|
||
return true;
|
||
}
|
||
|
||
} // namespace Rendering
|