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aee/source/core/rendering/sdl3gpu/sdl3gpu_shader.hpp
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#pragma once
#include <SDL3/SDL.h>
#include <SDL3/SDL_gpu.h>
#include "core/rendering/shader_backend.hpp"
// PostFX uniforms pushed to fragment stage each frame.
// Must match the MSL struct and GLSL uniform block layout.
// 16 floats = 64 bytes (4 × vec4) — meets Metal/Vulkan 16-byte alignment.
struct PostFXUniforms {
// vec4 #0
float vignette_strength; // 0 = none, ~0.8 = subtle
float chroma_min; // aberració cromàtica mínima (sempre present)
float scanline_strength; // 0 = off, 1 = full
float screen_height; // logical height in pixels (used by bleeding effect)
// vec4 #1
float mask_strength; // 0 = off, 1 = full phosphor dot mask
float gamma_strength; // 0 = off, 1 = full gamma 2.4/2.2 correction
float curvature; // 0 = flat, 1 = max barrel distortion
float bleeding; // 0 = off, 1 = max NTSC chrominance bleeding
// vec4 #2
float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
float time; // seconds since SDL init (SDL_GetTicks() / 1000.0f)
float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz
float chroma_max; // si == chroma_min queda estàtic; si != pulsa sinusoidalment
// vec4 #3 — paràmetres de forma de les scanlines (exposats per preset)
float scan_dark_ratio; // fracció de subfila fosca (1/3 = 0.333 per defecte)
float scan_dark_floor; // brillantor de la subfila fosca (0.42 per defecte)
float scan_edge_soft; // suavitzat de la transició (0 = step dur, 1 = 1px físic)
float pad3;
};
// CrtPi uniforms pushed to fragment stage each frame.
// 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)
};
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;
// Selecciona el mode de presentació lògica (DISABLED/STRETCH/LETTERBOX/OVERSCAN/INTEGER)
void setScalingMode(Options::ScalingMode mode) 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 setStretch43(bool enabled) override;
[[nodiscard]] auto isStretch43() const -> bool override { return stretch_4_3_; }
// Filtre de textura global (sempre aplicat, independent de 4:3)
void setTextureFilter(Options::TextureFilter filter) override {
texture_filter_linear_ = (filter == Options::TextureFilter::LINEAR);
}
// Multiplicador de resolució interna (1 = off).
void setInternalResolution(int multiplier) override;
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 recreateInternalTexture() -> bool; // Recrea internal_texture_ (res interna × N)
// Devuelve el mejor present mode disponible: IMMEDIATE > MAILBOX > VSYNC
[[nodiscard]] auto bestPresentMode(bool vsync) const -> SDL_GPUPresentMode;
SDL_Window* window_ = nullptr;
SDL_GPUDevice* device_ = nullptr;
SDL_GPUGraphicsPipeline* pipeline_ = nullptr; // PostFX pass → swapchain
SDL_GPUGraphicsPipeline* crtpi_pipeline_ = nullptr; // CrtPi pass → swapchain
SDL_GPUGraphicsPipeline* upscale_pipeline_ = nullptr; // Upscale per al pas de resolució interna
SDL_GPUTexture* scene_texture_ = nullptr; // Canvas del joc (game_width_ × game_height_)
SDL_GPUTexture* internal_texture_ = nullptr; // Resolució interna ampliada (game·N × game·N), si N>1
SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
SDL_GPUSampler* sampler_ = nullptr; // NEAREST
SDL_GPUSampler* linear_sampler_ = nullptr; // LINEAR (per texture_filter_linear_)
PostFXUniforms uniforms_{
.vignette_strength = 0.6F,
.chroma_min = 0.15F,
.scanline_strength = 0.7F,
.screen_height = 200.0F,
.mask_strength = 0.0F,
.gamma_strength = 0.0F,
.curvature = 0.0F,
.bleeding = 0.0F,
.pixel_scale = 1.0F,
.time = 0.0F,
.flicker = 0.0F,
.chroma_max = 0.15F,
.scan_dark_ratio = 0.333F,
.scan_dark_floor = 0.42F,
.scan_edge_soft = 1.0F,
.pad3 = 0.0F};
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,
.enable_curvature = 0,
.enable_sharper = 0,
.texture_width = 0.0F,
.texture_height = 0.0F};
ShaderType active_shader_ = ShaderType::POSTFX; // Shader de post-procesado activo
int game_width_ = 0; // Dimensions originals del canvas
int game_height_ = 0;
int internal_res_ = 1; // Multiplicador de resolució interna (1 = off)
std::string driver_name_;
std::string preferred_driver_; // Driver preferido; vacío = auto (SDL elige)
bool is_initialized_ = false;
bool vsync_ = true;
Options::ScalingMode scaling_mode_ = Options::ScalingMode::INTEGER;
bool stretch_4_3_ = false; // Estirament vertical 4:3
bool texture_filter_linear_ = false; // Filtre global (false=NEAREST, true=LINEAR)
};
} // namespace Rendering