audita NOLINT/cppcheck-suppress: refactor i justifica residuals
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@@ -137,7 +137,24 @@ namespace Rendering {
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Uint32 num_uniform_buffers) -> SDL_GPUShader*;
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auto createPipeline() -> bool;
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auto createCrtPiPipeline() -> bool; // Pipeline dedicado para el shader CrtPi
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auto createCrtPiPipeline() -> bool; // Pipeline dedicado para el shader CrtPi
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auto createPostfxVertexShader() -> SDL_GPUShader*; // Vertex shader fullscreen-triangle compartido (MSL/SPIRV)
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// Empaqueta el patrón vert(postfx) + frag dado + target format en un pipeline gráfico.
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// Toma ownership de `frag`: lo libera tras crear el pipeline (o si vert falla).
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auto createPostfxLikePipeline(SDL_GPUShader* frag, SDL_GPUTextureFormat format, const char* debug_name) -> SDL_GPUGraphicsPipeline*;
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// Sub-passos de render() (extrets per reduir complexitat ciclomàtica)
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struct Viewport {
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float x, y, w, h;
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};
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void maybeRescaleSsTexture();
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void uploadSceneTexture(SDL_GPUCommandBuffer* cmd);
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void runUpscalePass(SDL_GPUCommandBuffer* cmd);
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[[nodiscard]] auto computeViewport(Uint32 sw, Uint32 sh) const -> Viewport;
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void updateDynamicUniforms(float viewport_h);
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void runCrtPiPass(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const Viewport& vp);
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void runLanczosPasses(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const Viewport& vp);
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void runDirectPostfxPass(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const Viewport& vp);
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auto reinitTexturesAndBuffer() -> bool; // Recrea scene_texture_ y upload_buffer_
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auto recreateScaledTexture(int factor) -> bool; // Recrea scaled_texture_ para factor dado
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static auto calcSsFactor(float zoom) -> int; // Primer múltiplo de 3 >= zoom (mín 3)
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