560 lines
23 KiB
C++
560 lines
23 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
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#include <cmath> // std::floor
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#include <cstring> // memcpy, strlen
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#include <iostream> // Para std::cout
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#ifndef __APPLE__
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#include "core/rendering/sdl3gpu/spv/crtpi_frag_spv.h"
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#include "core/rendering/sdl3gpu/spv/postfx_frag_spv.h"
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#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
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#endif
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#ifdef __APPLE__
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#include "core/rendering/sdl3gpu/msl/crtpi_frag.msl.h"
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#include "core/rendering/sdl3gpu/msl/postfx_frag.msl.h"
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#include "core/rendering/sdl3gpu/msl/postfx_vert.msl.h"
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#endif
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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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// 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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if (is_initialized_) {
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cleanup();
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}
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window_ = window;
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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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// 1. GPU disabled by config
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if (preferred_driver_ == "none") {
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std::cout << "SDL3GPUShader: GPU disabled by config, using SDL_Renderer fallback" << '\n';
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driver_name_ = "";
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return false;
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}
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// 2. Create GPU device (solo si no existe ya)
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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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std::cout << "SDL3GPUShader: driver '" << preferred << "' not available, falling back to auto" << '\n';
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device_ = SDL_CreateGPUDevice(PREFERRED, false, nullptr);
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}
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if (device_ == nullptr) {
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std::cout << "SDL3GPUShader: SDL_CreateGPUDevice failed: " << SDL_GetError() << '\n';
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return false;
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}
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driver_name_ = SDL_GetGPUDeviceDriver(device_);
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std::cout << "SDL3GPUShader: driver = " << driver_name_ << '\n';
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if (!SDL_ClaimWindowForGPUDevice(device_, window_)) {
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std::cout << "SDL3GPUShader: SDL_ClaimWindowForGPUDevice failed: " << SDL_GetError() << '\n';
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SDL_DestroyGPUDevice(device_);
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device_ = nullptr;
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return false;
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}
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SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, bestPresentMode(vsync_));
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}
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// 3. Create scene texture (game resolution)
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SDL_GPUTextureCreateInfo tex_info = {};
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tex_info.type = SDL_GPU_TEXTURETYPE_2D;
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tex_info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
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tex_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
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tex_info.width = static_cast<Uint32>(game_width_);
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tex_info.height = static_cast<Uint32>(game_height_);
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tex_info.layer_count_or_depth = 1;
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tex_info.num_levels = 1;
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scene_texture_ = SDL_CreateGPUTexture(device_, &tex_info);
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if (scene_texture_ == nullptr) {
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std::cout << "SDL3GPUShader: failed to create scene texture: " << SDL_GetError() << '\n';
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cleanup();
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return false;
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}
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// 4. Create upload transfer buffer (game resolution)
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SDL_GPUTransferBufferCreateInfo tb_info = {};
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tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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tb_info.size = static_cast<Uint32>(game_width_ * game_height_ * 4);
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upload_buffer_ = SDL_CreateGPUTransferBuffer(device_, &tb_info);
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if (upload_buffer_ == nullptr) {
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std::cout << "SDL3GPUShader: failed to create upload buffer: " << SDL_GetError() << '\n';
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cleanup();
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return false;
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}
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// 5. Create nearest sampler
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SDL_GPUSamplerCreateInfo samp_info = {};
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samp_info.min_filter = SDL_GPU_FILTER_NEAREST;
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samp_info.mag_filter = SDL_GPU_FILTER_NEAREST;
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samp_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
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samp_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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samp_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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samp_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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sampler_ = SDL_CreateGPUSampler(device_, &samp_info);
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if (sampler_ == nullptr) {
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std::cout << "SDL3GPUShader: failed to create sampler: " << SDL_GetError() << '\n';
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cleanup();
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return false;
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}
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// 6. Create pipelines
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if (!createPipeline()) {
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cleanup();
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return false;
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}
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if (!createCrtPiPipeline()) {
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cleanup();
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return false;
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}
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is_initialized_ = true;
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std::cout << "SDL3GPUShader: initialized OK (" << game_width_ << "x" << game_height_ << ")" << '\n';
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return true;
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}
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// ---------------------------------------------------------------------------
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// createPipeline — PostFX → swapchain
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// ---------------------------------------------------------------------------
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auto SDL3GPUShader::createPipeline() -> bool {
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const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
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#ifdef __APPLE__
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SDL_GPUShader* vert = createShaderMSL(device_, Msl::kPostfxVert, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* frag = createShaderMSL(device_, Msl::kPostfxFrag, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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#else
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SDL_GPUShader* vert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* frag = createShaderSPIRV(device_, kpostfx_frag_spv, kpostfx_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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#endif
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if ((vert == nullptr) || (frag == nullptr)) {
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std::cout << "SDL3GPUShader: failed to compile PostFX shaders" << '\n';
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if (vert != nullptr) { SDL_ReleaseGPUShader(device_, vert); }
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if (frag != nullptr) { SDL_ReleaseGPUShader(device_, frag); }
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return false;
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}
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SDL_GPUColorTargetBlendState no_blend = {};
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no_blend.enable_blend = false;
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no_blend.enable_color_write_mask = false;
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SDL_GPUColorTargetDescription color_target = {};
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color_target.format = SWAPCHAIN_FMT;
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color_target.blend_state = no_blend;
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SDL_GPUVertexInputState no_input = {};
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SDL_GPUGraphicsPipelineCreateInfo pipe_info = {};
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pipe_info.vertex_shader = vert;
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pipe_info.fragment_shader = frag;
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pipe_info.vertex_input_state = no_input;
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pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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pipe_info.target_info.num_color_targets = 1;
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pipe_info.target_info.color_target_descriptions = &color_target;
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pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &pipe_info);
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SDL_ReleaseGPUShader(device_, vert);
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SDL_ReleaseGPUShader(device_, frag);
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if (pipeline_ == nullptr) {
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std::cout << "SDL3GPUShader: PostFX pipeline creation failed: " << SDL_GetError() << '\n';
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return false;
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}
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return true;
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}
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// ---------------------------------------------------------------------------
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// createCrtPiPipeline
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// ---------------------------------------------------------------------------
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auto SDL3GPUShader::createCrtPiPipeline() -> bool {
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const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
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#ifdef __APPLE__
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SDL_GPUShader* vert = createShaderMSL(device_, Msl::kPostfxVert, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* frag = createShaderMSL(device_, Msl::kCrtpiFrag, "crtpi_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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#else
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SDL_GPUShader* vert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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SDL_GPUShader* frag = createShaderSPIRV(device_, kcrtpi_frag_spv, kcrtpi_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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#endif
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if ((vert == nullptr) || (frag == nullptr)) {
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if (vert != nullptr) { SDL_ReleaseGPUShader(device_, vert); }
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if (frag != nullptr) { SDL_ReleaseGPUShader(device_, frag); }
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return false;
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}
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SDL_GPUColorTargetBlendState no_blend = {};
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SDL_GPUColorTargetDescription ct = {};
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ct.format = SWAPCHAIN_FMT;
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ct.blend_state = no_blend;
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SDL_GPUVertexInputState no_input = {};
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SDL_GPUGraphicsPipelineCreateInfo pi = {};
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pi.vertex_shader = vert;
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pi.fragment_shader = frag;
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pi.vertex_input_state = no_input;
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pi.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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pi.target_info.num_color_targets = 1;
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pi.target_info.color_target_descriptions = &ct;
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crtpi_pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &pi);
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SDL_ReleaseGPUShader(device_, vert);
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SDL_ReleaseGPUShader(device_, frag);
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if (crtpi_pipeline_ == nullptr) {
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std::cout << "SDL3GPUShader: CrtPi pipeline creation failed: " << SDL_GetError() << '\n';
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return false;
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}
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return true;
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}
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// ---------------------------------------------------------------------------
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// uploadPixels — direct memcpy
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// ---------------------------------------------------------------------------
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void SDL3GPUShader::uploadPixels(const Uint32* pixels, int width, int height) {
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if (!is_initialized_ || (upload_buffer_ == nullptr)) { return; }
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void* mapped = SDL_MapGPUTransferBuffer(device_, upload_buffer_, false);
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if (mapped == nullptr) {
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std::cout << "SDL3GPUShader: SDL_MapGPUTransferBuffer failed: " << SDL_GetError() << '\n';
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return;
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}
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std::memcpy(mapped, pixels, static_cast<size_t>(width) * height * 4);
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SDL_UnmapGPUTransferBuffer(device_, upload_buffer_);
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}
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// ---------------------------------------------------------------------------
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// render — CrtPi direct OR PostFX direct → swapchain
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// ---------------------------------------------------------------------------
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void SDL3GPUShader::render() {
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if (!is_initialized_) { return; }
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SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device_);
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if (cmd == nullptr) {
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std::cout << "SDL3GPUShader: SDL_AcquireGPUCommandBuffer failed: " << SDL_GetError() << '\n';
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return;
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}
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// ---- Copy pass: transfer buffer → scene texture ----
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SDL_GPUCopyPass* copy = SDL_BeginGPUCopyPass(cmd);
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if (copy != nullptr) {
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SDL_GPUTextureTransferInfo src = {};
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src.transfer_buffer = upload_buffer_;
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src.offset = 0;
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src.pixels_per_row = static_cast<Uint32>(game_width_);
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src.rows_per_layer = static_cast<Uint32>(game_height_);
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SDL_GPUTextureRegion dst = {};
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dst.texture = scene_texture_;
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dst.w = static_cast<Uint32>(game_width_);
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dst.h = static_cast<Uint32>(game_height_);
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dst.d = 1;
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SDL_UploadToGPUTexture(copy, &src, &dst, false);
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SDL_EndGPUCopyPass(copy);
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}
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// ---- Acquire swapchain texture ----
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SDL_GPUTexture* swapchain = nullptr;
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Uint32 sw = 0;
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Uint32 sh = 0;
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if (!SDL_AcquireGPUSwapchainTexture(cmd, window_, &swapchain, &sw, &sh)) {
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std::cout << "SDL3GPUShader: SDL_AcquireGPUSwapchainTexture failed: " << SDL_GetError() << '\n';
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SDL_SubmitGPUCommandBuffer(cmd);
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return;
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}
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if (swapchain == nullptr) {
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SDL_SubmitGPUCommandBuffer(cmd);
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return;
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}
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// ---- Viewport calculation ----
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float vx = 0.0F;
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float vy = 0.0F;
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float vw = 0.0F;
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float vh = 0.0F;
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if (integer_scale_) {
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const int SCALE = std::max(1, std::min(static_cast<int>(sw) / game_width_, static_cast<int>(sh) / game_height_));
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vw = static_cast<float>(game_width_ * SCALE);
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vh = static_cast<float>(game_height_ * SCALE);
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} else {
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const float SCALE = std::min(
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static_cast<float>(sw) / static_cast<float>(game_width_),
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static_cast<float>(sh) / static_cast<float>(game_height_));
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vw = static_cast<float>(game_width_) * SCALE;
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vh = static_cast<float>(game_height_) * SCALE;
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}
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vx = std::floor((static_cast<float>(sw) - vw) * 0.5F);
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vy = std::floor((static_cast<float>(sh) - vh) * 0.5F);
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uniforms_.pixel_scale = (game_height_ > 0) ? (vh / static_cast<float>(game_height_)) : 1.0F;
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uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
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SDL_GPUColorTargetInfo ct = {};
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ct.texture = swapchain;
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ct.load_op = SDL_GPU_LOADOP_CLEAR;
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ct.store_op = SDL_GPU_STOREOP_STORE;
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ct.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
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SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &ct, 1, nullptr);
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if (pass != nullptr) {
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SDL_GPUViewport vp = {.x = vx, .y = vy, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F};
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SDL_SetGPUViewport(pass, &vp);
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SDL_GPUTextureSamplerBinding binding = {};
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binding.texture = scene_texture_;
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binding.sampler = sampler_;
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SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
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if (active_shader_ == ShaderType::CRTPI && crtpi_pipeline_ != nullptr) {
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SDL_BindGPUGraphicsPipeline(pass, crtpi_pipeline_);
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crtpi_uniforms_.texture_width = static_cast<float>(game_width_);
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crtpi_uniforms_.texture_height = static_cast<float>(game_height_);
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SDL_PushGPUFragmentUniformData(cmd, 0, &crtpi_uniforms_, sizeof(CrtPiUniforms));
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} else {
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SDL_BindGPUGraphicsPipeline(pass, pipeline_);
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SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(PostFXUniforms));
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}
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SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
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SDL_EndGPURenderPass(pass);
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}
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SDL_SubmitGPUCommandBuffer(cmd);
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}
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// ---------------------------------------------------------------------------
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// cleanup
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// ---------------------------------------------------------------------------
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void SDL3GPUShader::cleanup() {
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is_initialized_ = false;
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if (device_ != nullptr) {
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SDL_WaitForGPUIdle(device_);
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auto release_pipeline = [this](SDL_GPUGraphicsPipeline*& p) {
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if (p != nullptr) {
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SDL_ReleaseGPUGraphicsPipeline(device_, p);
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p = nullptr;
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}
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};
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auto release_texture = [this](SDL_GPUTexture*& t) {
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if (t != nullptr) {
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SDL_ReleaseGPUTexture(device_, t);
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t = nullptr;
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}
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};
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release_pipeline(pipeline_);
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release_pipeline(crtpi_pipeline_);
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release_texture(scene_texture_);
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if (upload_buffer_ != nullptr) {
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SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_);
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upload_buffer_ = nullptr;
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}
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if (sampler_ != nullptr) {
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SDL_ReleaseGPUSampler(device_, sampler_);
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sampler_ = nullptr;
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}
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}
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}
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// ---------------------------------------------------------------------------
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// destroy
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// ---------------------------------------------------------------------------
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void SDL3GPUShader::destroy() {
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cleanup();
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if (device_ != nullptr) {
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if (window_ != nullptr) {
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SDL_ReleaseWindowFromGPUDevice(device_, window_);
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}
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SDL_DestroyGPUDevice(device_);
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device_ = nullptr;
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}
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window_ = nullptr;
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}
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// ---------------------------------------------------------------------------
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// Shader creation helpers
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// ---------------------------------------------------------------------------
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auto SDL3GPUShader::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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SDL_GPUShaderCreateInfo info = {};
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info.code = reinterpret_cast<const Uint8*>(msl_source);
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info.code_size = std::strlen(msl_source) + 1;
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info.entrypoint = entrypoint;
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info.format = SDL_GPU_SHADERFORMAT_MSL;
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info.stage = stage;
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info.num_samplers = num_samplers;
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info.num_uniform_buffers = num_uniform_buffers;
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SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
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if (shader == nullptr) {
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std::cout << "SDL3GPUShader: MSL shader '" << entrypoint << "' failed: " << SDL_GetError() << '\n';
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}
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return shader;
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}
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auto SDL3GPUShader::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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SDL_GPUShaderCreateInfo info = {};
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info.code = spv_code;
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info.code_size = spv_size;
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info.entrypoint = entrypoint;
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info.format = SDL_GPU_SHADERFORMAT_SPIRV;
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info.stage = stage;
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info.num_samplers = num_samplers;
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info.num_uniform_buffers = num_uniform_buffers;
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SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
|
|
if (shader == nullptr) {
|
|
std::cout << "SDL3GPUShader: SPIRV shader '" << entrypoint << "' failed: " << SDL_GetError() << '\n';
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
void SDL3GPUShader::setPostFXParams(const PostFXParams& p) {
|
|
uniforms_.vignette_strength = p.vignette;
|
|
uniforms_.chroma_min = p.chroma_min;
|
|
uniforms_.chroma_max = p.chroma_max;
|
|
uniforms_.scanline_strength = p.scanlines;
|
|
uniforms_.mask_strength = p.mask;
|
|
uniforms_.gamma_strength = p.gamma;
|
|
uniforms_.curvature = p.curvature;
|
|
uniforms_.bleeding = p.bleeding;
|
|
uniforms_.flicker = p.flicker;
|
|
uniforms_.scan_dark_ratio = p.scan_dark_ratio;
|
|
uniforms_.scan_dark_floor = p.scan_dark_floor;
|
|
uniforms_.scan_edge_soft = p.scan_edge_soft;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void SDL3GPUShader::setActiveShader(ShaderType type) {
|
|
active_shader_ = type;
|
|
}
|
|
|
|
auto SDL3GPUShader::bestPresentMode(bool vsync) const -> SDL_GPUPresentMode {
|
|
if (vsync) { return SDL_GPU_PRESENTMODE_VSYNC; }
|
|
if (SDL_WindowSupportsGPUPresentMode(device_, window_, SDL_GPU_PRESENTMODE_IMMEDIATE)) {
|
|
return SDL_GPU_PRESENTMODE_IMMEDIATE;
|
|
}
|
|
if (SDL_WindowSupportsGPUPresentMode(device_, window_, SDL_GPU_PRESENTMODE_MAILBOX)) {
|
|
return SDL_GPU_PRESENTMODE_MAILBOX;
|
|
}
|
|
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::setScaleMode(bool integer_scale) {
|
|
integer_scale_ = integer_scale;
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// reinitTexturesAndBuffer
|
|
// ---------------------------------------------------------------------------
|
|
auto SDL3GPUShader::reinitTexturesAndBuffer() -> bool {
|
|
if (device_ == nullptr) { return false; }
|
|
SDL_WaitForGPUIdle(device_);
|
|
|
|
if (scene_texture_ != nullptr) {
|
|
SDL_ReleaseGPUTexture(device_, scene_texture_);
|
|
scene_texture_ = nullptr;
|
|
}
|
|
if (upload_buffer_ != nullptr) {
|
|
SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_);
|
|
upload_buffer_ = nullptr;
|
|
}
|
|
|
|
uniforms_.screen_height = static_cast<float>(game_height_);
|
|
|
|
SDL_GPUTextureCreateInfo tex_info = {};
|
|
tex_info.type = SDL_GPU_TEXTURETYPE_2D;
|
|
tex_info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_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) {
|
|
std::cout << "SDL3GPUShader: reinit — failed to create scene texture: " << SDL_GetError() << '\n';
|
|
return false;
|
|
}
|
|
|
|
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) {
|
|
std::cout << "SDL3GPUShader: reinit — failed to create upload buffer: " << SDL_GetError() << '\n';
|
|
SDL_ReleaseGPUTexture(device_, scene_texture_);
|
|
scene_texture_ = nullptr;
|
|
return false;
|
|
}
|
|
|
|
std::cout << "SDL3GPUShader: reinit — scene " << game_width_ << "x" << game_height_ << '\n';
|
|
return true;
|
|
}
|
|
|
|
} // namespace Rendering
|