#pragma once #include #include #include #include "core/rendering/shader_backend.hpp" // PostFX uniforms pushed to fragment stage each frame. // 16 floats = 64 bytes (4 × vec4) — std140/scalar layout for Vulkan + Metal. struct PostFXUniforms { // vec4 #0 float vignette_strength; float chroma_min; float scanline_strength; float screen_height; // vec4 #1 float mask_strength; float gamma_strength; float curvature; float bleeding; // vec4 #2 float pixel_scale; float time; float flicker; float chroma_max; // vec4 #3 — paràmetres de scanlines exposats al preset YAML float scan_dark_ratio; float scan_dark_floor; float scan_edge_soft; float pad3; }; // CrtPi uniforms pushed to fragment stage each frame. // 16 fields = 64 bytes — 4 × 16-byte alignment. struct CrtPiUniforms { float scanline_weight; float scanline_gap_brightness; float bloom_factor; float input_gamma; float output_gamma; float mask_brightness; float curvature_x; float curvature_y; int mask_type; int enable_scanlines; int enable_multisample; int enable_gamma; int enable_curvature; int enable_sharper; float texture_width; float texture_height; }; namespace Rendering { /** * @brief Backend de shaders usando SDL3 GPU API (Metal en macOS, Vulkan/SPIR-V en Win/Linux) * * Pipeline: Surface pixels (CPU) → SDL_GPUTransferBuffer → SDL_GPUTexture (scene) * → PostFX/CrtPi 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; void destroy(); [[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; } [[nodiscard]] auto getDriverName() const -> std::string override { return driver_name_; } void setPreferredDriver(const std::string& driver) override { preferred_driver_ = driver; } void uploadPixels(const Uint32* pixels, int width, int height) override; void setPostFXParams(const PostFXParams& p) override; void setVSync(bool vsync) override; void setScaleMode(bool integer_scale) override; void setActiveShader(ShaderType type) override; void setCrtPiParams(const CrtPiParams& p) override; [[nodiscard]] auto getActiveShader() const -> ShaderType override { return active_shader_; } 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; auto reinitTexturesAndBuffer() -> bool; [[nodiscard]] auto bestPresentMode(bool vsync) const -> SDL_GPUPresentMode; SDL_Window* window_ = nullptr; SDL_GPUDevice* device_ = nullptr; SDL_GPUGraphicsPipeline* pipeline_ = nullptr; SDL_GPUGraphicsPipeline* crtpi_pipeline_ = nullptr; SDL_GPUTexture* scene_texture_ = nullptr; SDL_GPUTransferBuffer* upload_buffer_ = nullptr; SDL_GPUSampler* sampler_ = nullptr; PostFXUniforms uniforms_{ .vignette_strength = 0.6F, .chroma_min = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .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; int game_width_ = 0; int game_height_ = 0; std::string driver_name_; std::string preferred_driver_; bool is_initialized_ = false; bool vsync_ = true; bool integer_scale_ = false; }; } // namespace Rendering