reestructuració
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#pragma once
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_gpu.h>
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#include <string>
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#include <utility>
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#include "rendering/shader_backend.hpp"
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// PostFX uniforms pushed to fragment stage each frame.
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// 12 floats = 48 bytes — meets Metal/Vulkan 16-byte alignment requirement.
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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;
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float flicker;
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};
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// CrtPi uniforms pushed to fragment stage each frame.
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// 16 fields = 64 bytes — 4 × 16-byte alignment.
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struct CrtPiUniforms {
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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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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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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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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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// Downscale uniforms for Lanczos downscale fragment stage.
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// 1 int + 3 floats = 16 bytes.
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struct DownscaleUniforms {
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int algorithm;
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float pad0;
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float pad1;
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float pad2;
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};
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namespace Rendering {
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/**
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* @brief Backend de shaders usando SDL3 GPU API (Metal en macOS, Vulkan/SPIR-V en Win/Linux)
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*
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* Pipeline: Surface pixels (CPU) → SDL_GPUTransferBuffer → SDL_GPUTexture (scene)
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* → [Upscale →] PostFX/CrtPi render pass → [Lanczos downscale →] swapchain → present
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*/
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class SDL3GPUShader : public ShaderBackend {
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public:
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SDL3GPUShader() = default;
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~SDL3GPUShader() override;
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auto 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 override;
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void render() override;
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void setTextureSize(float width, float height) override {}
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void cleanup() final;
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void destroy();
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[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }
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[[nodiscard]] auto getDriverName() const -> std::string override { return driver_name_; }
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void setPreferredDriver(const std::string& driver) override { preferred_driver_ = driver; }
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void uploadPixels(const Uint32* pixels, int width, int height) override;
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void setPostFXParams(const PostFXParams& p) override;
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void setVSync(bool vsync) override;
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void setScaleMode(bool integer_scale) override;
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void setOversample(int factor) override;
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void setLinearUpscale(bool linear) override;
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[[nodiscard]] auto isLinearUpscale() const -> bool override { return linear_upscale_; }
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void setDownscaleAlgo(int algo) override;
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[[nodiscard]] auto getDownscaleAlgo() const -> int override { return downscale_algo_; }
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[[nodiscard]] auto getSsTextureSize() const -> std::pair<int, int> override;
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void setActiveShader(ShaderType type) override;
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void setCrtPiParams(const CrtPiParams& p) override;
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[[nodiscard]] auto getActiveShader() const -> ShaderType override { return active_shader_; }
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private:
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static auto createShaderMSL(SDL_GPUDevice* device,
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const char* msl_source,
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const char* entrypoint,
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SDL_GPUShaderStage stage,
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Uint32 num_samplers,
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Uint32 num_uniform_buffers) -> SDL_GPUShader*;
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static auto createShaderSPIRV(SDL_GPUDevice* device,
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const uint8_t* spv_code,
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size_t spv_size,
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const char* entrypoint,
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SDL_GPUShaderStage stage,
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Uint32 num_samplers,
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Uint32 num_uniform_buffers) -> SDL_GPUShader*;
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auto createPipeline() -> bool;
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auto createCrtPiPipeline() -> bool;
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auto reinitTexturesAndBuffer() -> bool;
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auto recreateScaledTexture(int factor) -> bool;
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static auto calcSsFactor(float zoom) -> int;
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[[nodiscard]] auto bestPresentMode(bool vsync) const -> SDL_GPUPresentMode;
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SDL_Window* window_ = nullptr;
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SDL_GPUDevice* device_ = nullptr;
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SDL_GPUGraphicsPipeline* pipeline_ = nullptr;
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SDL_GPUGraphicsPipeline* crtpi_pipeline_ = nullptr;
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SDL_GPUGraphicsPipeline* postfx_offscreen_pipeline_ = nullptr;
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SDL_GPUGraphicsPipeline* upscale_pipeline_ = nullptr;
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SDL_GPUGraphicsPipeline* downscale_pipeline_ = nullptr;
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SDL_GPUTexture* scene_texture_ = nullptr;
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SDL_GPUTexture* scaled_texture_ = nullptr;
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SDL_GPUTexture* postfx_texture_ = nullptr;
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SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
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SDL_GPUSampler* sampler_ = nullptr;
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SDL_GPUSampler* linear_sampler_ = nullptr;
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PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .oversample = 1.0F};
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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};
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ShaderType active_shader_ = ShaderType::POSTFX;
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int game_width_ = 0;
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int game_height_ = 0;
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int ss_factor_ = 0;
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int oversample_ = 1;
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int downscale_algo_ = 1;
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std::string driver_name_;
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std::string preferred_driver_;
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bool is_initialized_ = false;
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bool vsync_ = true;
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bool integer_scale_ = false;
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bool linear_upscale_ = false;
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};
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} // namespace Rendering
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