From 4c7f28d7467706dff1ebfc764b9bb2b438793efc Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Sun, 17 May 2026 16:54:02 +0200 Subject: [PATCH] =?UTF-8?q?PostFX=20anal=C3=ADtic:=20PostFXParams/Preset?= =?UTF-8?q?=20amb=20chroma=5Fmin/max=20+=20scan=5F*,=20elimina=20supersamp?= =?UTF-8?q?ling?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- CMakeLists.txt | 4 - data/shaders/downscale.frag | 48 - data/shaders/upscale.frag | 15 - source/core/rendering/screen.cpp | 6 +- .../core/rendering/sdl3gpu/sdl3gpu_shader.cpp | 652 +-- .../core/rendering/sdl3gpu/sdl3gpu_shader.hpp | 78 +- .../sdl3gpu/spv/downscale_frag_spv.h | 4254 ----------------- .../rendering/sdl3gpu/spv/upscale_frag_spv.h | 634 --- source/core/rendering/shader_backend.hpp | 38 +- source/game/defaults.hpp | 3 - source/game/options.cpp | 39 +- source/game/options.hpp | 13 +- tools/shaders/compile_spirv.cmake | 6 - 13 files changed, 89 insertions(+), 5701 deletions(-) delete mode 100644 data/shaders/downscale.frag delete mode 100644 data/shaders/upscale.frag delete mode 100644 source/core/rendering/sdl3gpu/spv/downscale_frag_spv.h delete mode 100644 source/core/rendering/sdl3gpu/spv/upscale_frag_spv.h diff --git a/CMakeLists.txt b/CMakeLists.txt index 3695a74..5c41527 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -71,15 +71,11 @@ if(NOT APPLE AND NOT EMSCRIPTEN) set(ALL_SHADER_HEADERS "${HEADERS_DIR}/postfx_vert_spv.h" "${HEADERS_DIR}/postfx_frag_spv.h" - "${HEADERS_DIR}/upscale_frag_spv.h" - "${HEADERS_DIR}/downscale_frag_spv.h" "${HEADERS_DIR}/crtpi_frag_spv.h" ) set(ALL_SHADER_SOURCES "${SHADERS_DIR}/postfx.vert" "${SHADERS_DIR}/postfx.frag" - "${SHADERS_DIR}/upscale.frag" - "${SHADERS_DIR}/downscale.frag" "${SHADERS_DIR}/crtpi_frag.glsl" ) diff --git a/data/shaders/downscale.frag b/data/shaders/downscale.frag deleted file mode 100644 index fe5b9b5..0000000 --- a/data/shaders/downscale.frag +++ /dev/null @@ -1,48 +0,0 @@ -#version 450 -layout(location = 0) in vec2 v_uv; -layout(location = 0) out vec4 out_color; - -layout(set = 2, binding = 0) uniform sampler2D source; - -layout(set = 3, binding = 0) uniform DownscaleUniforms { - int algorithm; // 0 = Lanczos2 (ventana 2, ±2 taps), 1 = Lanczos3 (ventana 3, ±3 taps) - float pad0; - float pad1; - float pad2; -} u; - -// Kernel Lanczos normalizado: sinc(t) * sinc(t/a) para |t| < a, 0 fuera. -float lanczos(float t, float a) { - t = abs(t); - if (t < 0.0001) { return 1.0; } - if (t >= a) { return 0.0; } - const float PI = 3.14159265358979; - float pt = PI * t; - return (a * sin(pt) * sin(pt / a)) / (pt * pt); -} - -void main() { - vec2 src_size = vec2(textureSize(source, 0)); - // Posición en coordenadas de texel (centros de texel en N+0.5) - vec2 p = v_uv * src_size; - vec2 p_floor = floor(p); - - float a = (u.algorithm == 0) ? 2.0 : 3.0; - int win = int(a); - - vec4 color = vec4(0.0); - float weight_sum = 0.0; - - for (int j = -win; j <= win; j++) { - for (int i = -win; i <= win; i++) { - // Centro del texel (i,j) relativo a p_floor - vec2 tap_center = p_floor + vec2(float(i), float(j)) + 0.5; - vec2 offset = tap_center - p; - float w = lanczos(offset.x, a) * lanczos(offset.y, a); - color += texture(source, tap_center / src_size) * w; - weight_sum += w; - } - } - - out_color = (weight_sum > 0.0) ? (color / weight_sum) : vec4(0.0, 0.0, 0.0, 1.0); -} diff --git a/data/shaders/upscale.frag b/data/shaders/upscale.frag deleted file mode 100644 index fb9200d..0000000 --- a/data/shaders/upscale.frag +++ /dev/null @@ -1,15 +0,0 @@ -#version 450 - -// Vulkan GLSL fragment shader — Nearest-neighbour upscale pass -// Used as the first render pass when supersampling is active. -// Compile: glslc upscale.frag -o upscale.frag.spv -// xxd -i upscale.frag.spv > ../../source/core/rendering/sdl3gpu/upscale_frag_spv.h - -layout(location = 0) in vec2 v_uv; -layout(location = 0) out vec4 out_color; - -layout(set = 2, binding = 0) uniform sampler2D scene; - -void main() { - out_color = texture(scene, v_uv); -} diff --git a/source/core/rendering/screen.cpp b/source/core/rendering/screen.cpp index 8794c59..fe48f29 100644 --- a/source/core/rendering/screen.cpp +++ b/source/core/rendering/screen.cpp @@ -629,12 +629,16 @@ void Screen::applyCurrentPostFXPreset() { Rendering::PostFXParams p; p.vignette = preset.vignette; p.scanlines = preset.scanlines; - p.chroma = preset.chroma; + p.chroma_min = preset.chroma_min; + p.chroma_max = preset.chroma_max; p.mask = preset.mask; p.gamma = preset.gamma; p.curvature = preset.curvature; p.bleeding = preset.bleeding; p.flicker = preset.flicker; + p.scan_dark_ratio = preset.scan_dark_ratio; + p.scan_dark_floor = preset.scan_dark_floor; + p.scan_edge_soft = preset.scan_edge_soft; shader_backend_->setPostFXParams(p); #endif } diff --git a/source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp b/source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp index b89b96f..1cfdf7f 100644 --- a/source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp +++ b/source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp @@ -9,358 +9,15 @@ #ifndef __APPLE__ #include "core/rendering/sdl3gpu/spv/crtpi_frag_spv.h" -#include "core/rendering/sdl3gpu/spv/downscale_frag_spv.h" #include "core/rendering/sdl3gpu/spv/postfx_frag_spv.h" #include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h" -#include "core/rendering/sdl3gpu/spv/upscale_frag_spv.h" #endif #ifdef __APPLE__ -// ============================================================================ -// MSL shaders (Metal Shading Language) — macOS -// ============================================================================ - -static const char* POSTFX_VERT_MSL = R"( -#include -using namespace metal; - -struct PostVOut { - float4 pos [[position]]; - float2 uv; -}; - -vertex PostVOut postfx_vs(uint vid [[vertex_id]]) { - const float2 positions[3] = { {-1.0, -1.0}, {3.0, -1.0}, {-1.0, 3.0} }; - const float2 uvs[3] = { { 0.0, 1.0}, {2.0, 1.0}, { 0.0,-1.0} }; - PostVOut out; - out.pos = float4(positions[vid], 0.0, 1.0); - out.uv = uvs[vid]; - return out; -} -)"; - -static const char* POSTFX_FRAG_MSL = R"( -#include -using namespace metal; - -struct PostVOut { - float4 pos [[position]]; - float2 uv; -}; - -struct PostFXUniforms { - float vignette_strength; - float chroma_strength; - float scanline_strength; - float screen_height; - float mask_strength; - float gamma_strength; - float curvature; - float bleeding; - float pixel_scale; - float time; - float oversample; // 1.0 = sin SS, 3.0 = 3× supersampling - float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz -}; - -// YCbCr helpers for NTSC bleeding -static float3 rgb_to_ycc(float3 rgb) { - return float3( - 0.299f*rgb.r + 0.587f*rgb.g + 0.114f*rgb.b, - -0.169f*rgb.r - 0.331f*rgb.g + 0.500f*rgb.b + 0.5f, - 0.500f*rgb.r - 0.419f*rgb.g - 0.081f*rgb.b + 0.5f - ); -} -static float3 ycc_to_rgb(float3 ycc) { - float y = ycc.x; - float cb = ycc.y - 0.5f; - float cr = ycc.z - 0.5f; - return clamp(float3( - y + 1.402f*cr, - y - 0.344f*cb - 0.714f*cr, - y + 1.772f*cb - ), 0.0f, 1.0f); -} - -fragment float4 postfx_fs(PostVOut in [[stage_in]], - texture2d scene [[texture(0)]], - sampler samp [[sampler(0)]], - constant PostFXUniforms& u [[buffer(0)]]) { - float2 uv = in.uv; - - // Curvatura barrel CRT - if (u.curvature > 0.0f) { - float2 c = uv - 0.5f; - float rsq = dot(c, c); - float2 dist = float2(0.05f, 0.1f) * u.curvature; - float2 barrelScale = 1.0f - 0.23f * dist; - c += c * (dist * rsq); - c *= barrelScale; - if (abs(c.x) >= 0.5f || abs(c.y) >= 0.5f) { - return float4(0.0f, 0.0f, 0.0f, 1.0f); - } - uv = c + 0.5f; - } - - // Muestra base - float3 base = scene.sample(samp, uv).rgb; - - // Sangrado NTSC — difuminado horizontal de crominancia. - // step = 1 pixel de juego en espacio UV (corrige SS: scene.get_width() = game_w * oversample). - float3 colour; - if (u.bleeding > 0.0f) { - float tw = float(scene.get_width()); - float step = u.oversample / tw; // 1 pixel lógico en UV - float3 ycc = rgb_to_ycc(base); - float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f*step, 0.0f)).rgb); - float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f*step, 0.0f)).rgb); - float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f*step, 0.0f)).rgb); - float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f*step, 0.0f)).rgb); - ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0f + ycc.yz*2.0f + ycc_r1.yz*2.0f + ycc_r2.yz) / 8.0f; - colour = mix(base, ycc_to_rgb(ycc), u.bleeding); - } else { - colour = base; - } - - // Aberración cromática (drift animado con time para efecto NTSC real) - float ca = u.chroma_strength * 0.005f * (1.0f + 0.15f * sin(u.time * 7.3f)); - colour.r = scene.sample(samp, uv + float2(ca, 0.0f)).r; - colour.b = scene.sample(samp, uv - float2(ca, 0.0f)).b; - - // Corrección gamma (linealizar antes de scanlines, codificar después) - if (u.gamma_strength > 0.0f) { - float3 lin = pow(colour, float3(2.4f)); - colour = mix(colour, lin, u.gamma_strength); - } - - // Scanlines — proporción 2/3 brillantes + 1/3 oscuras por fila lógica. - // Casos especiales: 1 subfila → sin efecto; 2 subfilas → 1+1 (50/50). - // Constantes ajustables: - const float SCAN_DARK_RATIO = 0.333f; // fracción de subfilas oscuras (ps >= 3) - const float SCAN_DARK_FLOOR = 0.42f; // multiplicador de brillo de subfilas oscuras - if (u.scanline_strength > 0.0f) { - float ps = max(1.0f, round(u.pixel_scale)); - float frac_in_row = fract(uv.y * u.screen_height); - float row_pos = floor(frac_in_row * ps); - float bright_rows = (ps < 2.0f) ? ps : ((ps < 3.0f) ? 1.0f : floor(ps * (1.0f - SCAN_DARK_RATIO))); - float is_dark = step(bright_rows, row_pos); - float scan = mix(1.0f, SCAN_DARK_FLOOR, is_dark); - colour *= mix(1.0f, scan, u.scanline_strength); - } - - if (u.gamma_strength > 0.0f) { - float3 enc = pow(colour, float3(1.0f/2.2f)); - colour = mix(colour, enc, u.gamma_strength); - } - - // Viñeta - float2 d = uv - 0.5f; - float vignette = 1.0f - dot(d, d) * u.vignette_strength; - colour *= clamp(vignette, 0.0f, 1.0f); - - // Máscara de fósforo RGB — después de scanlines (orden original): - // filas brillantes saturadas → máscara invisible, filas oscuras → RGB visible. - if (u.mask_strength > 0.0f) { - float whichMask = fract(in.pos.x * 0.3333333f); - float3 mask = float3(0.80f); - if (whichMask < 0.3333333f) mask.x = 1.0f; - else if (whichMask < 0.6666667f) mask.y = 1.0f; - else mask.z = 1.0f; - colour = mix(colour, colour * mask, u.mask_strength); - } - - // Parpadeo de fósforo CRT (~50 Hz) - if (u.flicker > 0.0f) { - float flicker_wave = sin(u.time * 100.0f) * 0.5f + 0.5f; - colour *= 1.0f - u.flicker * 0.04f * flicker_wave; - } - - return float4(colour, 1.0f); -} -)"; -static const char* UPSCALE_FRAG_MSL = R"( -#include -using namespace metal; -struct VertOut { float4 pos [[position]]; float2 uv; }; -fragment float4 upscale_fs(VertOut in [[stage_in]], - texture2d scene [[texture(0)]], - sampler smp [[sampler(0)]]) -{ - return scene.sample(smp, in.uv); -} -)"; - -static const char* DOWNSCALE_FRAG_MSL = R"( -#include -using namespace metal; -struct VertOut { float4 pos [[position]]; float2 uv; }; -struct DownscaleUniforms { int algorithm; float pad0; float pad1; float pad2; }; - -static float lanczos_w(float t, float a) { - t = abs(t); - if (t < 0.0001f) { return 1.0f; } - if (t >= a) { return 0.0f; } - const float PI = 3.14159265358979f; - float pt = PI * t; - return (a * sin(pt) * sin(pt / a)) / (pt * pt); -} - -fragment float4 downscale_fs(VertOut in [[stage_in]], - texture2d source [[texture(0)]], - sampler smp [[sampler(0)]], - constant DownscaleUniforms& u [[buffer(0)]]) -{ - float2 src_size = float2(source.get_width(), source.get_height()); - float2 p = in.uv * src_size; - float2 p_floor = floor(p); - float a = (u.algorithm == 0) ? 2.0f : 3.0f; - int win = int(a); - float4 color = float4(0.0f); - float weight_sum = 0.0f; - for (int j = -win; j <= win; j++) { - for (int i = -win; i <= win; i++) { - float2 tap_center = p_floor + float2(float(i), float(j)) + 0.5f; - float2 offset = tap_center - p; - float w = lanczos_w(offset.x, a) * lanczos_w(offset.y, a); - color += source.sample(smp, tap_center / src_size) * w; - weight_sum += w; - } - } - return (weight_sum > 0.0f) ? (color / weight_sum) : float4(0.0f, 0.0f, 0.0f, 1.0f); -} -)"; -static const char* CRTPI_FRAG_MSL = R"( -#include -using namespace metal; - -struct PostVOut { - float4 pos [[position]]; - float2 uv; -}; - -struct CrtPiUniforms { - // vec4 #0 - float scanline_weight; - float scanline_gap_brightness; - float bloom_factor; - float input_gamma; - // vec4 #1 - float output_gamma; - float mask_brightness; - float curvature_x; - float curvature_y; - // vec4 #2 - int mask_type; - int enable_scanlines; - int enable_multisample; - int enable_gamma; - // vec4 #3 - int enable_curvature; - int enable_sharper; - float texture_width; - float texture_height; -}; - -static float2 crtpi_distort(float2 coord, float2 screen_scale, float cx, float cy) { - float2 curvature = float2(cx, cy); - float2 barrel_scale = 1.0f - (0.23f * curvature); - coord *= screen_scale; - coord -= 0.5f; - float rsq = coord.x * coord.x + coord.y * coord.y; - coord += coord * (curvature * rsq); - coord *= barrel_scale; - if (abs(coord.x) >= 0.5f || abs(coord.y) >= 0.5f) { return float2(-1.0f); } - coord += 0.5f; - coord /= screen_scale; - return coord; -} - -static float crtpi_scan_weight(float dist, float sw, float gap) { - return max(1.0f - dist * dist * sw, gap); -} - -static float crtpi_scan_line(float dy, float filter_w, float sw, float gap, bool ms) { - float w = crtpi_scan_weight(dy, sw, gap); - if (ms) { - w += crtpi_scan_weight(dy - filter_w, sw, gap); - w += crtpi_scan_weight(dy + filter_w, sw, gap); - w *= 0.3333333f; - } - return w; -} - -fragment float4 crtpi_fs(PostVOut in [[stage_in]], - texture2d tex [[texture(0)]], - sampler samp [[sampler(0)]], - constant CrtPiUniforms& u [[buffer(0)]]) { - float2 tex_size = float2(u.texture_width, u.texture_height); - float filter_width = (768.0f / u.texture_height) / 3.0f; - float2 texcoord = in.uv; - - if (u.enable_curvature != 0) { - texcoord = crtpi_distort(texcoord, float2(1.0f, 1.0f), u.curvature_x, u.curvature_y); - if (texcoord.x < 0.0f) { return float4(0.0f, 0.0f, 0.0f, 1.0f); } - } - - float2 coord_in_pixels = texcoord * tex_size; - float2 tc; - float scan_weight; - - if (u.enable_sharper != 0) { - float2 temp = floor(coord_in_pixels) + 0.5f; - tc = temp / tex_size; - float2 deltas = coord_in_pixels - temp; - scan_weight = crtpi_scan_line(deltas.y, filter_width, u.scanline_weight, u.scanline_gap_brightness, u.enable_multisample != 0); - float2 signs = sign(deltas); - deltas.x *= 2.0f; - deltas = deltas * deltas; - deltas.y = deltas.y * deltas.y; - deltas.x *= 0.5f; - deltas.y *= 8.0f; - deltas /= tex_size; - deltas *= signs; - tc = tc + deltas; - } else { - float temp_y = floor(coord_in_pixels.y) + 0.5f; - float y_coord = temp_y / tex_size.y; - float dy = coord_in_pixels.y - temp_y; - scan_weight = crtpi_scan_line(dy, filter_width, u.scanline_weight, u.scanline_gap_brightness, u.enable_multisample != 0); - float sign_y = sign(dy); - dy = dy * dy; - dy = dy * dy; - dy *= 8.0f; - dy /= tex_size.y; - dy *= sign_y; - tc = float2(texcoord.x, y_coord + dy); - } - - float3 colour = tex.sample(samp, tc).rgb; - - if (u.enable_scanlines != 0) { - if (u.enable_gamma != 0) { colour = pow(colour, float3(u.input_gamma)); } - colour *= scan_weight * u.bloom_factor; - if (u.enable_gamma != 0) { colour = pow(colour, float3(1.0f / u.output_gamma)); } - } - - if (u.mask_type == 1) { - float wm = fract(in.pos.x * 0.5f); - float3 mask = (wm < 0.5f) ? float3(u.mask_brightness, 1.0f, u.mask_brightness) - : float3(1.0f, u.mask_brightness, 1.0f); - colour *= mask; - } else if (u.mask_type == 2) { - float wm = fract(in.pos.x * 0.3333333f); - float3 mask = float3(u.mask_brightness); - if (wm < 0.3333333f) mask.x = 1.0f; - else if (wm < 0.6666666f) mask.y = 1.0f; - else mask.z = 1.0f; - colour *= mask; - } - - return float4(colour, 1.0f); -} -)"; - -#endif // __APPLE__ +#include "core/rendering/sdl3gpu/msl/crtpi_frag.msl.h" +#include "core/rendering/sdl3gpu/msl/postfx_frag.msl.h" +#include "core/rendering/sdl3gpu/msl/postfx_vert.msl.h" +#endif namespace Rendering { @@ -394,7 +51,6 @@ namespace Rendering { game_width_ = static_cast(fw); game_height_ = static_cast(fh); uniforms_.screen_height = static_cast(game_height_); - uniforms_.oversample = static_cast(oversample_); // ---------------------------------------------------------------- // 1. Create GPU device (solo si no existe ya) @@ -454,9 +110,6 @@ namespace Rendering { 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) // ---------------------------------------------------------------- @@ -471,7 +124,7 @@ namespace Rendering { } // ---------------------------------------------------------------- - // 5. Create samplers: NEAREST (pixel art) + LINEAR (supersampling) + // 5. Create sampler: NEAREST (pixel art) // ---------------------------------------------------------------- SDL_GPUSamplerCreateInfo samp_info = {}; samp_info.min_filter = SDL_GPU_FILTER_NEAREST; @@ -487,20 +140,6 @@ namespace Rendering { 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 // ---------------------------------------------------------------- @@ -518,7 +157,7 @@ namespace Rendering { } is_initialized_ = true; - std::cout << "GPU Shader : initialized OK — game " << game_width_ << 'x' << game_height_ << ", oversample " << oversample_ << '\n'; + std::cout << "GPU Shader : initialized OK — game " << game_width_ << 'x' << game_height_ << '\n'; return true; } @@ -527,7 +166,7 @@ namespace Rendering { // --------------------------------------------------------------------------- auto SDL3GPUShader::createPostfxVertexShader() -> SDL_GPUShader* { #ifdef __APPLE__ - return createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0); + return createShaderMSL(device_, Msl::kPostfxVert, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0); #else return createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0); #endif @@ -579,42 +218,29 @@ namespace Rendering { } // --------------------------------------------------------------------------- - // createPipeline — crea els 4 pipelines del flux PostFX + // createPipeline — crea el pipeline PostFX que va directament al swapchain // --------------------------------------------------------------------------- auto SDL3GPUShader::createPipeline() -> bool { const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_); - const SDL_GPUTextureFormat OFFSCREEN_FMT = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM; #ifdef __APPLE__ - SDL_GPUShader* postfx_frag = createShaderMSL(device_, POSTFX_FRAG_MSL, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1); - SDL_GPUShader* upscale_frag = createShaderMSL(device_, UPSCALE_FRAG_MSL, "upscale_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0); - SDL_GPUShader* offscreen_frag = createShaderMSL(device_, POSTFX_FRAG_MSL, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1); - SDL_GPUShader* downscale_frag = createShaderMSL(device_, DOWNSCALE_FRAG_MSL, "downscale_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1); + SDL_GPUShader* postfx_frag = createShaderMSL(device_, Msl::kPostfxFrag, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1); #else SDL_GPUShader* postfx_frag = createShaderSPIRV(device_, kpostfx_frag_spv, kpostfx_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1); - SDL_GPUShader* upscale_frag = createShaderSPIRV(device_, kupscale_frag_spv, kupscale_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 0); - SDL_GPUShader* offscreen_frag = createShaderSPIRV(device_, kpostfx_frag_spv, kpostfx_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1); - SDL_GPUShader* downscale_frag = createShaderSPIRV(device_, kdownscale_frag_spv, kdownscale_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1); #endif pipeline_ = createPostfxLikePipeline(postfx_frag, SWAPCHAIN_FMT, "PostFX"); - upscale_pipeline_ = createPostfxLikePipeline(upscale_frag, OFFSCREEN_FMT, "upscale"); - postfx_offscreen_pipeline_ = createPostfxLikePipeline(offscreen_frag, OFFSCREEN_FMT, "PostFX offscreen"); - downscale_pipeline_ = createPostfxLikePipeline(downscale_frag, SWAPCHAIN_FMT, "downscale"); - - return (pipeline_ != nullptr) && (upscale_pipeline_ != nullptr) && (postfx_offscreen_pipeline_ != nullptr) && (downscale_pipeline_ != nullptr); + return pipeline_ != nullptr; } // --------------------------------------------------------------------------- // 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* frag = createShaderMSL(device_, CRTPI_FRAG_MSL, "crtpi_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1); + SDL_GPUShader* frag = createShaderMSL(device_, Msl::kCrtpiFrag, "crtpi_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1); #else SDL_GPUShader* frag = createShaderSPIRV(device_, kcrtpi_frag_spv, kcrtpi_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1); #endif @@ -624,8 +250,6 @@ namespace Rendering { // --------------------------------------------------------------------------- // 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; } @@ -636,28 +260,11 @@ namespace Rendering { return; } - // Copia directa — el upscale lo hace la GPU en el primer render pass std::memcpy(mapped, pixels, static_cast(width) * height * 4); SDL_UnmapGPUTransferBuffer(device_, upload_buffer_); } - // --------------------------------------------------------------------------- - // maybeRescaleSsTexture — recalcula factor SS i recrea scaled_texture_ si cal - // --------------------------------------------------------------------------- - void SDL3GPUShader::maybeRescaleSsTexture() { - if (oversample_ <= 1 || game_height_ <= 0) { return; } - int win_w = 0; - int win_h = 0; - SDL_GetWindowSizeInPixels(window_, &win_w, &win_h); - const float ZOOM = static_cast(win_h) / static_cast(game_height_); - const int NEED_FACTOR = calcSsFactor(ZOOM); - if (NEED_FACTOR != ss_factor_) { - SDL_WaitForGPUIdle(device_); - recreateScaledTexture(NEED_FACTOR); - } - } - // --------------------------------------------------------------------------- // uploadSceneTexture — copy pass: transfer buffer → scene texture // --------------------------------------------------------------------------- @@ -681,28 +288,6 @@ namespace Rendering { SDL_EndGPUCopyPass(copy); } - // --------------------------------------------------------------------------- - // runUpscalePass — scene_texture_ → scaled_texture_ (NEAREST o LINEAR segons linear_upscale_) - // --------------------------------------------------------------------------- - void SDL3GPUShader::runUpscalePass(SDL_GPUCommandBuffer* cmd) { - if (oversample_ <= 1 || scaled_texture_ == nullptr || upscale_pipeline_ == nullptr) { return; } - - SDL_GPUColorTargetInfo target = {}; - target.texture = scaled_texture_; - target.load_op = SDL_GPU_LOADOP_DONT_CARE; - target.store_op = SDL_GPU_STOREOP_STORE; - - SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &target, 1, nullptr); - if (pass == nullptr) { return; } - SDL_BindGPUGraphicsPipeline(pass, upscale_pipeline_); - SDL_GPUTextureSamplerBinding binding = {}; - binding.texture = scene_texture_; - binding.sampler = (linear_upscale_ && linear_sampler_ != nullptr) ? linear_sampler_ : sampler_; - SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1); - SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0); - SDL_EndGPURenderPass(pass); - } - // --------------------------------------------------------------------------- // computeViewport — dimensions lògiques del canvas dins del swapchain (letterbox) // --------------------------------------------------------------------------- @@ -726,17 +311,11 @@ namespace Rendering { } // --------------------------------------------------------------------------- - // updateDynamicUniforms — actualitza pixel_scale, time, oversample per a aquest frame + // updateDynamicUniforms — actualitza pixel_scale i time per a aquest frame // --------------------------------------------------------------------------- void SDL3GPUShader::updateDynamicUniforms(float viewport_h) { - // pixel_scale: subpíxels per pixel lògic. Amb SS: ss_factor_ exacte; sense SS: zoom de finestra. - if (oversample_ > 1 && ss_factor_ > 0) { - uniforms_.pixel_scale = static_cast(ss_factor_); - } else { - uniforms_.pixel_scale = (game_height_ > 0) ? (viewport_h / static_cast(game_height_)) : 1.0F; - } + uniforms_.pixel_scale = (game_height_ > 0) ? (viewport_h / static_cast(game_height_)) : 1.0F; uniforms_.time = static_cast(SDL_GetTicks()) / 1000.0F; - uniforms_.oversample = (oversample_ > 1 && ss_factor_ > 0) ? static_cast(ss_factor_) : 1.0F; } // --------------------------------------------------------------------------- @@ -769,53 +348,7 @@ namespace Rendering { } // --------------------------------------------------------------------------- - // runLanczosPasses — scaled_texture_ → postfx_texture_ (PostFX) → swapchain (Lanczos) - // --------------------------------------------------------------------------- - void SDL3GPUShader::runLanczosPasses(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const Viewport& vp) { - // Pass A: PostFX → postfx_texture_ (full scaled size, sense 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, efectes calculats analíticament - 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 (amb 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) { return; } - SDL_BindGPUGraphicsPipeline(dpass, downscale_pipeline_); - SDL_GPUViewport sdlvp = {.x = vp.x, .y = vp.y, .w = vp.w, .h = vp.h, .min_depth = 0.0F, .max_depth = 1.0F}; - SDL_SetGPUViewport(dpass, &sdlvp); - SDL_GPUTextureSamplerBinding dbinding = {}; - dbinding.texture = postfx_texture_; - dbinding.sampler = sampler_; // NEAREST: el shader Lanczos fa la seua pròpia interpolació - SDL_BindGPUFragmentSamplers(dpass, 0, &dbinding, 1); - // algorithm: 0=Lanczos2, 1=Lanczos3 (downscale_algo_ és 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); - } - - // --------------------------------------------------------------------------- - // runDirectPostfxPass — PostFX → swapchain directament (sense Lanczos) + // runDirectPostfxPass — PostFX → swapchain directament // --------------------------------------------------------------------------- void SDL3GPUShader::runDirectPostfxPass(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const Viewport& vp) { SDL_GPUColorTargetInfo color_target = {}; @@ -830,13 +363,9 @@ namespace Rendering { SDL_GPUViewport sdlvp = {.x = vp.x, .y = vp.y, .w = vp.w, .h = vp.h, .min_depth = 0.0F, .max_depth = 1.0F}; SDL_SetGPUViewport(pass, &sdlvp); - // Amb SS: llegir de scaled_texture_ amb LINEAR; sense SS: scene_texture_ amb NEAREST. - SDL_GPUTexture* input_texture = (oversample_ > 1 && scaled_texture_ != nullptr) ? scaled_texture_ : scene_texture_; - SDL_GPUSampler* active_sampler = (oversample_ > 1 && linear_sampler_ != nullptr) ? linear_sampler_ : sampler_; - SDL_GPUTextureSamplerBinding binding = {}; - binding.texture = input_texture; - binding.sampler = active_sampler; + binding.texture = scene_texture_; + binding.sampler = sampler_; SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1); SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(PostFXUniforms)); @@ -845,13 +374,11 @@ namespace Rendering { } // --------------------------------------------------------------------------- - // render — orquestra upload + upscale + path PostFX (CrtPi / Lanczos / direct) + // render — orquestra upload + path PostFX (CrtPi / direct) // --------------------------------------------------------------------------- void SDL3GPUShader::render() { if (!is_initialized_) { return; } - maybeRescaleSsTexture(); - SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device_); if (cmd == nullptr) { SDL_Log("SDL3GPUShader: SDL_AcquireGPUCommandBuffer failed: %s", SDL_GetError()); @@ -859,7 +386,6 @@ namespace Rendering { } uploadSceneTexture(cmd); - runUpscalePass(cmd); SDL_GPUTexture* swapchain = nullptr; Uint32 sw = 0; @@ -878,12 +404,8 @@ namespace Rendering { const Viewport VP = computeViewport(sw, sh); updateDynamicUniforms(VP.h); - const bool USE_LANCZOS = (oversample_ > 1 && downscale_algo_ > 0 && scaled_texture_ != nullptr && postfx_texture_ != nullptr && postfx_offscreen_pipeline_ != nullptr && downscale_pipeline_ != nullptr); - if (active_shader_ == ShaderType::CRTPI && crtpi_pipeline_ != nullptr) { runCrtPiPass(cmd, swapchain, VP); - } else if (USE_LANCZOS) { - runLanczosPasses(cmd, swapchain, VP); } else { runDirectPostfxPass(cmd, swapchain, VP); } @@ -908,31 +430,10 @@ namespace Rendering { 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; @@ -941,10 +442,6 @@ namespace Rendering { 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 } } @@ -1013,15 +510,17 @@ namespace Rendering { void SDL3GPUShader::setPostFXParams(const PostFXParams& p) { uniforms_.vignette_strength = p.vignette; - uniforms_.chroma_strength = p.chroma; + uniforms_.chroma_min = p.chroma_min; + uniforms_.chroma_max = p.chroma_max; 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; + 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) { @@ -1075,34 +574,8 @@ namespace Rendering { } // --------------------------------------------------------------------------- - // 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::setLinearUpscale(bool linear) { - linear_upscale_ = linear; - } - - void SDL3GPUShader::setDownscaleAlgo(int algo) { - downscale_algo_ = std::max(0, std::min(algo, 2)); - } - - auto SDL3GPUShader::getSsTextureSize() const -> std::pair { - 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. + // reinitTexturesAndBuffer — recrea scene_texture_ i upload_buffer_. + // No toca pipelines ni samplers. // --------------------------------------------------------------------------- auto SDL3GPUShader::reinitTexturesAndBuffer() -> bool { if (device_ == nullptr) { return false; } @@ -1112,12 +585,6 @@ namespace Rendering { 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_); @@ -1125,9 +592,7 @@ namespace Rendering { } uniforms_.screen_height = static_cast(game_height_); - uniforms_.oversample = static_cast(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_B8G8R8A8_UNORM; @@ -1142,7 +607,6 @@ namespace Rendering { 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(game_width_ * game_height_ * 4); @@ -1154,74 +618,6 @@ namespace Rendering { 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(std::ceil(zoom / static_cast(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; - const int H = game_height_ * factor; - - SDL_GPUTextureCreateInfo info = {}; - info.type = SDL_GPU_TEXTURETYPE_2D; - info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM; - info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER | SDL_GPU_TEXTUREUSAGE_COLOR_TARGET; - info.width = static_cast(W); - info.height = static_cast(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; } diff --git a/source/core/rendering/sdl3gpu/sdl3gpu_shader.hpp b/source/core/rendering/sdl3gpu/sdl3gpu_shader.hpp index 57393c6..ccc9337 100644 --- a/source/core/rendering/sdl3gpu/sdl3gpu_shader.hpp +++ b/source/core/rendering/sdl3gpu/sdl3gpu_shader.hpp @@ -7,22 +7,32 @@ // PostFX uniforms pushed to fragment stage each frame. // Must match the MSL struct and GLSL uniform block layout. -// 12 floats = 48 bytes — meets Metal/Vulkan 16-byte alignment requirement. +// 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_strength; // 0 = off, ~0.2 = subtle chromatic aberration + 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) - 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 - float pixel_scale; // physical pixels per logical pixel (vh / tex_height_) - float time; // seconds since SDL init (SDL_GetTicks() / 1000.0f) - float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS) - float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz — keep struct at 48 bytes (3 × 16) + // 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; }; +// (Downscale removed — el shader PostFX nou filtra scanlines analíticament i no necessita Lanczos.) + // 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. @@ -49,15 +59,6 @@ struct CrtPiUniforms { float texture_height; // Alto del canvas en píxeles (inyectado en render) }; -// Downscale uniforms pushed to the Lanczos downscale fragment stage. -// 1 int + 3 floats = 16 bytes — meets Metal/Vulkan alignment. -struct DownscaleUniforms { - int algorithm; // 0 = Lanczos2 (ventana 2), 1 = Lanczos3 (ventana 3) - float pad0; - float pad1; - float pad2; -}; - namespace Rendering { /** @@ -99,18 +100,6 @@ namespace Rendering { // Activa/desactiva escalado entero (integer scale) void setScaleMode(bool integer_scale) override; - // Establece factor de supersampling (1 = off, 3 = 3×SS) - void setOversample(int factor) override; - - // Activa/desactiva interpolación LINEAR en el upscale (false = NEAREST) - void setLinearUpscale(bool linear) override; - - // Selecciona algoritmo de downscale: 0=bilinear legacy, 1=Lanczos2, 2=Lanczos3 - void setDownscaleAlgo(int algo) override; - - // Devuelve las dimensiones de la textura de supersampling (0,0 si SS desactivado) - [[nodiscard]] auto getSsTextureSize() const -> std::pair override; - // Selecciona el shader de post-procesado activo (POSTFX o CRTPI) void setActiveShader(ShaderType type) override; @@ -147,49 +136,34 @@ namespace Rendering { struct Viewport { float x, y, w, h; }; - void maybeRescaleSsTexture(); void uploadSceneTexture(SDL_GPUCommandBuffer* cmd); - void runUpscalePass(SDL_GPUCommandBuffer* cmd); [[nodiscard]] auto computeViewport(Uint32 sw, Uint32 sh) const -> Viewport; void updateDynamicUniforms(float viewport_h); void runCrtPiPass(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const Viewport& vp); - void runLanczosPasses(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const Viewport& vp); void runDirectPostfxPass(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const Viewport& vp); - auto reinitTexturesAndBuffer() -> bool; // Recrea scene_texture_ y upload_buffer_ - auto recreateScaledTexture(int factor) -> bool; // Recrea scaled_texture_ para factor dado - static auto calcSsFactor(float zoom) -> int; // Primer múltiplo de 3 >= zoom (mín 3) + auto reinitTexturesAndBuffer() -> bool; // Recrea scene_texture_ y upload_buffer_ // 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 o → postfx_texture_) - SDL_GPUGraphicsPipeline* crtpi_pipeline_ = nullptr; // CrtPi pass (→ swapchain directo, sin SS) - SDL_GPUGraphicsPipeline* postfx_offscreen_pipeline_ = nullptr; // PostFX → postfx_texture_ (B8G8R8A8, solo con Lanczos) - SDL_GPUGraphicsPipeline* upscale_pipeline_ = nullptr; // Upscale pass (solo con SS) - SDL_GPUGraphicsPipeline* downscale_pipeline_ = nullptr; // Lanczos downscale (solo con SS + algo > 0) - SDL_GPUTexture* scene_texture_ = nullptr; // Canvas del juego (game_width_ × game_height_) - SDL_GPUTexture* scaled_texture_ = nullptr; // Upscale target (game×factor), solo con SS - SDL_GPUTexture* postfx_texture_ = nullptr; // PostFX output a resolución escalada, solo con Lanczos + SDL_GPUGraphicsPipeline* pipeline_ = nullptr; // PostFX pass → swapchain + SDL_GPUGraphicsPipeline* crtpi_pipeline_ = nullptr; // CrtPi pass → swapchain + SDL_GPUTexture* scene_texture_ = nullptr; // Canvas del juego (game_width_ × game_height_) SDL_GPUTransferBuffer* upload_buffer_ = nullptr; - SDL_GPUSampler* sampler_ = nullptr; // NEAREST - SDL_GPUSampler* linear_sampler_ = nullptr; // LINEAR + SDL_GPUSampler* sampler_ = nullptr; // NEAREST - 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}; + PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_min = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .chroma_max = 0.15F, .scan_dark_ratio = 0.333F, .scan_dark_floor = 0.42F, .scan_edge_soft = 1.0F}; 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}; ShaderType active_shader_ = ShaderType::POSTFX; // Shader de post-procesado activo int game_width_ = 0; // Dimensiones originales del canvas int game_height_ = 0; - int ss_factor_ = 0; // Factor SS activo (3, 6, 9...) o 0 si SS desactivado - int oversample_ = 1; // SS on/off (1 = off, >1 = on) - int downscale_algo_ = 1; // 0 = bilinear legacy, 1 = Lanczos2, 2 = Lanczos3 std::string driver_name_; std::string preferred_driver_; // Driver preferido; vacío = auto (SDL elige) bool is_initialized_ = false; bool vsync_ = true; bool integer_scale_ = false; - bool linear_upscale_ = false; // Upscale NEAREST (false) o LINEAR (true) }; } // namespace Rendering diff --git a/source/core/rendering/sdl3gpu/spv/downscale_frag_spv.h b/source/core/rendering/sdl3gpu/spv/downscale_frag_spv.h deleted file mode 100644 index cf0f341..0000000 --- a/source/core/rendering/sdl3gpu/spv/downscale_frag_spv.h +++ /dev/null @@ -1,4254 +0,0 @@ -#pragma once -#include -#include -static const uint8_t kdownscale_frag_spv[] = { - 0x03, - 0x02, - 0x23, - 0x07, - 0x00, - 0x00, - 0x01, - 0x00, - 0x0b, - 0x00, - 0x0d, - 0x00, - 0xb1, - 0x00, - 0x00, - 0x00, - 0x00, - 0x00, - 0x00, - 0x00, - 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0x00, - 0x01, - 0x00, -}; -static const size_t kupscale_frag_spv_size = 628; diff --git a/source/core/rendering/shader_backend.hpp b/source/core/rendering/shader_backend.hpp index def2c60..7414aaa 100644 --- a/source/core/rendering/shader_backend.hpp +++ b/source/core/rendering/shader_backend.hpp @@ -4,7 +4,6 @@ #include #include -#include namespace Rendering { @@ -19,12 +18,19 @@ namespace Rendering { struct PostFXParams { float vignette = 0.0F; // Intensidad de la viñeta float scanlines = 0.0F; // Intensidad de las scanlines - float chroma = 0.0F; // Aberración cromática + // Aberració cromàtica — varia entre min i max via sinusoidal; si coincideixen + // queda estàtica. min > 0 garanteix que la imatge mai sigui lliure de chroma. + float chroma_min = 0.0F; + float chroma_max = 0.0F; float mask = 0.0F; // Máscara de fósforo RGB float gamma = 0.0F; // Corrección gamma (blend 0=off, 1=full) float curvature = 0.0F; // Curvatura barrel CRT float bleeding = 0.0F; // Sangrado de color NTSC float flicker = 0.0F; // Parpadeo de fósforo CRT ~50 Hz + // Forma de les scanlines — 3 subpíxels per fila lògica per defecte. + float scan_dark_ratio = 0.333F; // fracció obscura (1/3) + float scan_dark_floor = 0.42F; // brillantor subfila fosca + float scan_edge_soft = 1.0F; // 0 = step dur; 1 = suavitzat 1 px físic }; /** @@ -110,34 +116,6 @@ namespace Rendering { */ virtual void setScaleMode(bool /*integer_scale*/) {} - /** - * @brief Establece el factor de supersampling (1 = off, 3 = 3× SS) - * Con factor > 1, la textura GPU se crea a game×factor resolución y - * las scanlines se hornean en CPU (uploadPixels). El sampler usa LINEAR. - */ - virtual void setOversample(int /*factor*/) {} - - /** - * @brief Activa/desactiva interpolación LINEAR en el paso de upscale (SS). - * Por defecto NEAREST (false). Solo tiene efecto con supersampling activo. - */ - virtual void setLinearUpscale(bool /*linear*/) {} - [[nodiscard]] virtual auto isLinearUpscale() const -> bool { return false; } - - /** - * @brief Selecciona el algoritmo de downscale tras el PostFX (SS activo). - * 0 = bilinear legacy (comportamiento actual, sin textura intermedia), - * 1 = Lanczos2 (ventana 2, ~25 muestras), 2 = Lanczos3 (ventana 3, ~49 muestras). - */ - virtual void setDownscaleAlgo(int /*algo*/) {} - [[nodiscard]] virtual auto getDownscaleAlgo() const -> int { return 0; } - - /** - * @brief Devuelve las dimensiones de la textura de supersampling. - * @return Par (ancho, alto) en píxeles; (0, 0) si SS está desactivado. - */ - [[nodiscard]] virtual auto getSsTextureSize() const -> std::pair { return {0, 0}; } - /** * @brief Verifica si el backend está usando aceleración por hardware * @return true si usa aceleración (OpenGL/Metal/Vulkan) diff --git a/source/game/defaults.hpp b/source/game/defaults.hpp index 8931a76..68680cb 100644 --- a/source/game/defaults.hpp +++ b/source/game/defaults.hpp @@ -23,9 +23,6 @@ namespace Defaults::Video { constexpr bool GPU_ACCELERATION = true; constexpr const char *GPU_PREFERRED_DRIVER = ""; constexpr bool SHADER_ENABLED = false; - constexpr bool SUPERSAMPLING = false; - constexpr bool LINEAR_UPSCALE = false; - constexpr int DOWNSCALE_ALGO = 1; } // namespace Defaults::Video namespace Defaults::Audio { diff --git a/source/game/options.cpp b/source/game/options.cpp index c679af5..442ba07 100644 --- a/source/game/options.cpp +++ b/source/game/options.cpp @@ -91,13 +91,6 @@ namespace Options { parseStringField(gpu, "preferred_driver", video.gpu.preferred_driver); } - if (vid.contains("supersampling")) { - const auto &ss = vid["supersampling"]; - parseBoolField(ss, "enabled", video.supersampling.enabled); - parseBoolField(ss, "linear_upscale", video.supersampling.linear_upscale); - parseIntField(ss, "downscale_algo", video.supersampling.downscale_algo); - } - if (vid.contains("shader")) { const auto &sh = vid["shader"]; parseBoolField(sh, "enabled", video.shader.enabled); @@ -285,10 +278,6 @@ namespace Options { file << " gpu:\n"; file << " acceleration: " << boolToString(video.gpu.acceleration) << "\n"; file << " preferred_driver: \"" << video.gpu.preferred_driver << "\"\n"; - file << " supersampling:\n"; - file << " enabled: " << boolToString(video.supersampling.enabled) << "\n"; - file << " linear_upscale: " << boolToString(video.supersampling.linear_upscale) << "\n"; - file << " downscale_algo: " << video.supersampling.downscale_algo << "\n"; file << " shader:\n"; file << " enabled: " << boolToString(video.shader.enabled) << "\n"; file << " current_shader: " @@ -353,12 +342,12 @@ namespace Options { auto defaultPostFXPresets() -> const std::vector & { static const std::vector DEFAULTS = { - {.name = "CRT", .vignette = 0.6F, .scanlines = 0.7F, .chroma = 0.15F, .mask = 0.6F, .gamma = 0.8F}, - {.name = "NTSC", .vignette = 0.4F, .scanlines = 0.5F, .chroma = 0.2F, .mask = 0.4F, .gamma = 0.5F, .curvature = 0.0F, .bleeding = 0.6F}, - {.name = "CURVED", .vignette = 0.5F, .scanlines = 0.6F, .chroma = 0.1F, .mask = 0.5F, .gamma = 0.7F, .curvature = 0.8F}, + {.name = "CRT", .vignette = 0.6F, .scanlines = 0.7F, .chroma_min = 0.15F, .chroma_max = 0.15F, .mask = 0.6F, .gamma = 0.8F}, + {.name = "NTSC", .vignette = 0.4F, .scanlines = 0.5F, .chroma_min = 0.2F, .chroma_max = 0.2F, .mask = 0.4F, .gamma = 0.5F, .curvature = 0.0F, .bleeding = 0.6F}, + {.name = "CURVED", .vignette = 0.5F, .scanlines = 0.6F, .chroma_min = 0.1F, .chroma_max = 0.1F, .mask = 0.5F, .gamma = 0.7F, .curvature = 0.8F}, {.name = "SCANLINES", .vignette = 0.0F, .scanlines = 0.8F}, - {.name = "SUBTLE", .vignette = 0.3F, .scanlines = 0.4F, .chroma = 0.05F, .mask = 0.0F, .gamma = 0.3F}, - {.name = "CRT LIVE", .vignette = 0.5F, .scanlines = 0.6F, .chroma = 0.3F, .mask = 0.3F, .gamma = 0.4F, .curvature = 0.3F, .bleeding = 0.4F, .flicker = 0.8F}, + {.name = "SUBTLE", .vignette = 0.3F, .scanlines = 0.4F, .chroma_min = 0.05F, .chroma_max = 0.05F, .mask = 0.0F, .gamma = 0.3F}, + {.name = "CRT LIVE", .vignette = 0.5F, .scanlines = 0.6F, .chroma_min = 0.1F, .chroma_max = 0.3F, .mask = 0.3F, .gamma = 0.4F, .curvature = 0.3F, .bleeding = 0.4F, .flicker = 0.8F}, }; return DEFAULTS; } @@ -380,12 +369,16 @@ namespace Options { out << " - name: \"" << p.name << "\"\n"; out << " vignette: " << p.vignette << "\n"; out << " scanlines: " << p.scanlines << "\n"; - out << " chroma: " << p.chroma << "\n"; + out << " chroma_min: " << p.chroma_min << "\n"; + out << " chroma_max: " << p.chroma_max << "\n"; out << " mask: " << p.mask << "\n"; out << " gamma: " << p.gamma << "\n"; out << " curvature: " << p.curvature << "\n"; out << " bleeding: " << p.bleeding << "\n"; out << " flicker: " << p.flicker << "\n"; + out << " scan_dark_ratio: " << p.scan_dark_ratio << "\n"; + out << " scan_dark_floor: " << p.scan_dark_floor << "\n"; + out << " scan_edge_soft: " << p.scan_edge_soft << "\n"; } } @@ -444,12 +437,22 @@ namespace Options { tryGet(p, "name", preset.name); parseFloatField(p, "vignette", preset.vignette); parseFloatField(p, "scanlines", preset.scanlines); - parseFloatField(p, "chroma", preset.chroma); + // Compatibilitat: si només hi ha "chroma", l'usem per a min i max. + float legacy_chroma = -1.0F; + if (tryGet(p, "chroma", legacy_chroma)) { + preset.chroma_min = legacy_chroma; + preset.chroma_max = legacy_chroma; + } + parseFloatField(p, "chroma_min", preset.chroma_min); + parseFloatField(p, "chroma_max", preset.chroma_max); parseFloatField(p, "mask", preset.mask); parseFloatField(p, "gamma", preset.gamma); parseFloatField(p, "curvature", preset.curvature); parseFloatField(p, "bleeding", preset.bleeding); parseFloatField(p, "flicker", preset.flicker); + parseFloatField(p, "scan_dark_ratio", preset.scan_dark_ratio); + parseFloatField(p, "scan_dark_floor", preset.scan_dark_floor); + parseFloatField(p, "scan_edge_soft", preset.scan_edge_soft); postfx_presets.push_back(preset); } } diff --git a/source/game/options.hpp b/source/game/options.hpp index dd9ab7e..2f3abc8 100644 --- a/source/game/options.hpp +++ b/source/game/options.hpp @@ -29,12 +29,6 @@ namespace Options { std::string preferred_driver = Defaults::Video::GPU_PREFERRED_DRIVER; }; - struct Supersampling { - bool enabled = Defaults::Video::SUPERSAMPLING; - bool linear_upscale = Defaults::Video::LINEAR_UPSCALE; - int downscale_algo = Defaults::Video::DOWNSCALE_ALGO; - }; - struct ShaderConfig { bool enabled = Defaults::Video::SHADER_ENABLED; Rendering::ShaderType current_shader = Rendering::ShaderType::POSTFX; @@ -50,7 +44,6 @@ namespace Options { bool vsync = Defaults::Video::VSYNC; bool integer_scale = Defaults::Video::INTEGER_SCALE; GPU gpu; - Supersampling supersampling; ShaderConfig shader; }; @@ -92,12 +85,16 @@ namespace Options { std::string name; float vignette{0.0F}; float scanlines{0.0F}; - float chroma{0.0F}; + float chroma_min{0.0F}; + float chroma_max{0.0F}; float mask{0.0F}; float gamma{0.0F}; float curvature{0.0F}; float bleeding{0.0F}; float flicker{0.0F}; + float scan_dark_ratio{0.333F}; + float scan_dark_floor{0.42F}; + float scan_edge_soft{1.0F}; }; // Preset CrtPi diff --git a/tools/shaders/compile_spirv.cmake b/tools/shaders/compile_spirv.cmake index e41ad2f..07a8e17 100644 --- a/tools/shaders/compile_spirv.cmake +++ b/tools/shaders/compile_spirv.cmake @@ -15,8 +15,6 @@ cmake_policy(SET CMP0007 NEW) set(SHADER_SOURCES "postfx.vert" "postfx.frag" - "upscale.frag" - "downscale.frag" "crtpi_frag.glsl" ) @@ -24,15 +22,11 @@ set(SHADER_SOURCES set(SHADER_VARS "kpostfx_vert_spv" "kpostfx_frag_spv" - "kupscale_frag_spv" - "kdownscale_frag_spv" "kcrtpi_frag_spv" ) # Flags extra de glslc para cada shader (vacío si no hay) set(SHADER_FLAGS - "" - "" "" "" "-fshader-stage=frag"