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C++

#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp"
#include <SDL3/SDL_log.h>
#include <algorithm> // std::min, std::max, std::floor
#include <cmath> // std::floor
#include <cstring> // memcpy, strlen
#include <iostream> // std::cout
#ifndef __APPLE__
#include "core/rendering/sdl3gpu/spv/crtpi_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_frag_spv.h"
#include "core/rendering/sdl3gpu/spv/postfx_vert_spv.h"
#endif
#ifdef __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 {
// ---------------------------------------------------------------------------
// Destructor
// ---------------------------------------------------------------------------
SDL3GPUShader::~SDL3GPUShader() {
destroy();
}
// ---------------------------------------------------------------------------
// init
// ---------------------------------------------------------------------------
auto SDL3GPUShader::init(SDL_Window* window,
SDL_Texture* texture,
const std::string& /*vertex_source*/,
const std::string& /*fragment_source*/) -> bool {
// Si ya estaba inicializado (p.ej. al cambiar borde), liberar recursos
// de textura/pipeline pero mantener el device vivo para evitar conflictos
// con SDL_Renderer en Windows/Vulkan.
if (is_initialized_) {
cleanup();
}
window_ = window;
// Dimensions from the SDL_Texture placeholder
float fw = 0.0F;
float fh = 0.0F;
SDL_GetTextureSize(texture, &fw, &fh);
game_width_ = static_cast<int>(fw);
game_height_ = static_cast<int>(fh);
uniforms_.screen_height = static_cast<float>(game_height_);
// ----------------------------------------------------------------
// 1. Create GPU device (solo si no existe ya)
// ----------------------------------------------------------------
if (preferred_driver_ == "none") {
SDL_Log("SDL3GPUShader: GPU disabled by config, using SDL_Renderer fallback");
driver_name_ = ""; // vacío → RenderInfo mostrará "sdl"
return false;
}
if (device_ == nullptr) {
#ifdef __APPLE__
const SDL_GPUShaderFormat PREFERRED = SDL_GPU_SHADERFORMAT_MSL | SDL_GPU_SHADERFORMAT_METALLIB;
#else
const SDL_GPUShaderFormat PREFERRED = SDL_GPU_SHADERFORMAT_SPIRV;
#endif
const char* preferred = preferred_driver_.empty() ? nullptr : preferred_driver_.c_str();
device_ = SDL_CreateGPUDevice(PREFERRED, false, preferred);
if (device_ == nullptr && preferred != nullptr) {
SDL_Log("SDL3GPUShader: driver '%s' not available, falling back to auto", preferred);
device_ = SDL_CreateGPUDevice(PREFERRED, false, nullptr);
}
if (device_ == nullptr) {
SDL_Log("SDL3GPUShader: SDL_CreateGPUDevice failed: %s", SDL_GetError());
return false;
}
driver_name_ = SDL_GetGPUDeviceDriver(device_);
std::cout << "GPU Driver : " << driver_name_ << '\n';
// ----------------------------------------------------------------
// 2. Claim window (una sola vez — no liberar hasta destroy())
// ----------------------------------------------------------------
if (!SDL_ClaimWindowForGPUDevice(device_, window_)) {
SDL_Log("SDL3GPUShader: SDL_ClaimWindowForGPUDevice failed: %s", SDL_GetError());
SDL_DestroyGPUDevice(device_);
device_ = nullptr;
return false;
}
SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, bestPresentMode(vsync_));
}
// ----------------------------------------------------------------
// 3. Create scene texture (upload target, always game resolution)
// Format: B8G8R8A8_UNORM matches SDL ARGB8888 byte layout on LE
// ----------------------------------------------------------------
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) {
SDL_Log("SDL3GPUShader: failed to create scene texture: %s", SDL_GetError());
cleanup();
return false;
}
// ----------------------------------------------------------------
// 4. Create upload transfer buffer (CPU → GPU, always game resolution)
// ----------------------------------------------------------------
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) {
SDL_Log("SDL3GPUShader: failed to create upload buffer: %s", SDL_GetError());
cleanup();
return false;
}
// ----------------------------------------------------------------
// 5. Create sampler: NEAREST (pixel art)
// ----------------------------------------------------------------
SDL_GPUSamplerCreateInfo samp_info = {};
samp_info.min_filter = SDL_GPU_FILTER_NEAREST;
samp_info.mag_filter = SDL_GPU_FILTER_NEAREST;
samp_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
samp_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
samp_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
samp_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
sampler_ = SDL_CreateGPUSampler(device_, &samp_info);
if (sampler_ == nullptr) {
SDL_Log("SDL3GPUShader: failed to create sampler: %s", SDL_GetError());
cleanup();
return false;
}
// ----------------------------------------------------------------
// 6. Create PostFX graphics pipeline
// ----------------------------------------------------------------
if (!createPipeline()) {
cleanup();
return false;
}
// ----------------------------------------------------------------
// 7. Create CrtPi graphics pipeline
// ----------------------------------------------------------------
if (!createCrtPiPipeline()) {
cleanup();
return false;
}
is_initialized_ = true;
std::cout << "GPU Shader : initialized OK — game " << game_width_ << 'x' << game_height_ << '\n';
return true;
}
// ---------------------------------------------------------------------------
// createPostfxVertexShader — fullscreen-triangle vertex compartit per tots els pipelines
// ---------------------------------------------------------------------------
auto SDL3GPUShader::createPostfxVertexShader() -> SDL_GPUShader* {
#ifdef __APPLE__
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
}
// ---------------------------------------------------------------------------
// createPostfxLikePipeline — empaqueta vert(postfx) + frag dado + target en un pipeline.
// Pren ownership de `frag` (el libera abans de retornar).
// ---------------------------------------------------------------------------
auto SDL3GPUShader::createPostfxLikePipeline(SDL_GPUShader* frag, SDL_GPUTextureFormat format, const char* debug_name) -> SDL_GPUGraphicsPipeline* {
if (frag == nullptr) {
SDL_Log("SDL3GPUShader: %s frag shader is null", debug_name);
return nullptr;
}
SDL_GPUShader* vert = createPostfxVertexShader();
if (vert == nullptr) {
SDL_Log("SDL3GPUShader: %s vert shader creation failed", debug_name);
SDL_ReleaseGPUShader(device_, frag);
return nullptr;
}
SDL_GPUColorTargetBlendState no_blend = {};
no_blend.enable_blend = false;
no_blend.enable_color_write_mask = false;
SDL_GPUColorTargetDescription color_target = {};
color_target.format = format;
color_target.blend_state = no_blend;
SDL_GPUVertexInputState no_input = {};
SDL_GPUGraphicsPipelineCreateInfo info = {};
info.vertex_shader = vert;
info.fragment_shader = frag;
info.vertex_input_state = no_input;
info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
info.target_info.num_color_targets = 1;
info.target_info.color_target_descriptions = &color_target;
SDL_GPUGraphicsPipeline* pipeline = SDL_CreateGPUGraphicsPipeline(device_, &info);
SDL_ReleaseGPUShader(device_, vert);
SDL_ReleaseGPUShader(device_, frag);
if (pipeline == nullptr) {
SDL_Log("SDL3GPUShader: %s pipeline creation failed: %s", debug_name, SDL_GetError());
}
return pipeline;
}
// ---------------------------------------------------------------------------
// createPipeline — crea el pipeline PostFX que va directament al swapchain
// ---------------------------------------------------------------------------
auto SDL3GPUShader::createPipeline() -> bool {
const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
#ifdef __APPLE__
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);
#endif
pipeline_ = createPostfxLikePipeline(postfx_frag, SWAPCHAIN_FMT, "PostFX");
return pipeline_ != nullptr;
}
// ---------------------------------------------------------------------------
// createCrtPiPipeline — pipeline dedicado para el shader CRT-Pi.
// Usa el mismo vertex shader que postfx (fullscreen-triangle genérico).
// ---------------------------------------------------------------------------
auto SDL3GPUShader::createCrtPiPipeline() -> bool {
const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
#ifdef __APPLE__
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
crtpi_pipeline_ = createPostfxLikePipeline(frag, SWAPCHAIN_FMT, "CrtPi");
return crtpi_pipeline_ != nullptr;
}
// ---------------------------------------------------------------------------
// uploadPixels — copies ARGB8888 CPU pixels into the GPU transfer buffer.
// ---------------------------------------------------------------------------
void SDL3GPUShader::uploadPixels(const Uint32* pixels, int width, int height) {
if (!is_initialized_ || (upload_buffer_ == nullptr)) { return; }
void* mapped = SDL_MapGPUTransferBuffer(device_, upload_buffer_, false);
if (mapped == nullptr) {
SDL_Log("SDL3GPUShader: SDL_MapGPUTransferBuffer failed: %s", SDL_GetError());
return;
}
std::memcpy(mapped, pixels, static_cast<size_t>(width) * height * 4);
SDL_UnmapGPUTransferBuffer(device_, upload_buffer_);
}
// ---------------------------------------------------------------------------
// uploadSceneTexture — copy pass: transfer buffer → scene texture
// ---------------------------------------------------------------------------
void SDL3GPUShader::uploadSceneTexture(SDL_GPUCommandBuffer* cmd) {
SDL_GPUCopyPass* copy = SDL_BeginGPUCopyPass(cmd);
if (copy == nullptr) { return; }
SDL_GPUTextureTransferInfo src = {};
src.transfer_buffer = upload_buffer_;
src.offset = 0;
src.pixels_per_row = static_cast<Uint32>(game_width_);
src.rows_per_layer = static_cast<Uint32>(game_height_);
SDL_GPUTextureRegion dst = {};
dst.texture = scene_texture_;
dst.w = static_cast<Uint32>(game_width_);
dst.h = static_cast<Uint32>(game_height_);
dst.d = 1;
SDL_UploadToGPUTexture(copy, &src, &dst, false);
SDL_EndGPUCopyPass(copy);
}
// ---------------------------------------------------------------------------
// computeViewport — dimensions lògiques del canvas dins del swapchain (letterbox)
// ---------------------------------------------------------------------------
auto SDL3GPUShader::computeViewport(Uint32 sw, Uint32 sh) const -> Viewport {
const auto SWF = static_cast<float>(sw);
const auto SHF = static_cast<float>(sh);
const float CANVAS_RATIO = static_cast<float>(game_width_) / static_cast<float>(game_height_);
const float WINDOW_RATIO = SWF / SHF;
float vw = 0.0F;
float vh = 0.0F;
switch (presentation_mode_) {
case PresentationMode::INTEGER_SCALE: {
const int SCALE = std::max(1, std::min(static_cast<int>(sw) / game_width_, static_cast<int>(sh) / game_height_));
vw = static_cast<float>(game_width_ * SCALE);
vh = static_cast<float>(game_height_ * SCALE);
break;
}
case PresentationMode::LETTERBOX: {
if (WINDOW_RATIO >= CANVAS_RATIO) {
vh = SHF;
vw = SHF * CANVAS_RATIO;
} else {
vw = SWF;
vh = SWF / CANVAS_RATIO;
}
break;
}
case PresentationMode::STRETCHED: {
vw = SWF;
vh = SHF;
break;
}
case PresentationMode::OVERSCAN: {
if (WINDOW_RATIO >= CANVAS_RATIO) {
vw = SWF;
vh = SWF / CANVAS_RATIO;
} else {
vh = SHF;
vw = SHF * CANVAS_RATIO;
}
break;
}
}
const float VX = std::floor((SWF - vw) * 0.5F);
const float VY = std::floor((SHF - vh) * 0.5F);
return {.x = VX, .y = VY, .w = vw, .h = vh};
}
// ---------------------------------------------------------------------------
// updateDynamicUniforms — actualitza pixel_scale i time per a aquest frame
// ---------------------------------------------------------------------------
void SDL3GPUShader::updateDynamicUniforms(float viewport_h) {
uniforms_.pixel_scale = (game_height_ > 0) ? (viewport_h / static_cast<float>(game_height_)) : 1.0F;
uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
}
// ---------------------------------------------------------------------------
// runCrtPiPass — scene_texture_ → swapchain via pipeline CrtPi (sense SS ni Lanczos)
// ---------------------------------------------------------------------------
void SDL3GPUShader::runCrtPiPass(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const Viewport& vp) {
SDL_GPUColorTargetInfo color_target = {};
color_target.texture = swapchain;
color_target.load_op = SDL_GPU_LOADOP_CLEAR;
color_target.store_op = SDL_GPU_STOREOP_STORE;
color_target.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, nullptr);
if (pass == nullptr) { return; }
SDL_BindGPUGraphicsPipeline(pass, crtpi_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(pass, &sdlvp);
SDL_GPUTextureSamplerBinding binding = {};
binding.texture = scene_texture_;
binding.sampler = sampler_; // NEAREST: el shader CrtPi fa el seu filtrat analític
SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
crtpi_uniforms_.texture_width = static_cast<float>(game_width_);
crtpi_uniforms_.texture_height = static_cast<float>(game_height_);
SDL_PushGPUFragmentUniformData(cmd, 0, &crtpi_uniforms_, sizeof(CrtPiUniforms));
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
SDL_EndGPURenderPass(pass);
}
// ---------------------------------------------------------------------------
// runDirectPostfxPass — PostFX → swapchain directament
// ---------------------------------------------------------------------------
void SDL3GPUShader::runDirectPostfxPass(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const Viewport& vp) {
SDL_GPUColorTargetInfo color_target = {};
color_target.texture = swapchain;
color_target.load_op = SDL_GPU_LOADOP_CLEAR;
color_target.store_op = SDL_GPU_STOREOP_STORE;
color_target.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, nullptr);
if (pass == nullptr) { return; }
SDL_BindGPUGraphicsPipeline(pass, 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(pass, &sdlvp);
SDL_GPUTextureSamplerBinding binding = {};
binding.texture = scene_texture_;
binding.sampler = sampler_;
SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(PostFXUniforms));
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
SDL_EndGPURenderPass(pass);
}
// ---------------------------------------------------------------------------
// render — orquestra upload + path PostFX (CrtPi / direct)
// ---------------------------------------------------------------------------
void SDL3GPUShader::render() {
if (!is_initialized_) { return; }
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device_);
if (cmd == nullptr) {
SDL_Log("SDL3GPUShader: SDL_AcquireGPUCommandBuffer failed: %s", SDL_GetError());
return;
}
uploadSceneTexture(cmd);
SDL_GPUTexture* swapchain = nullptr;
Uint32 sw = 0;
Uint32 sh = 0;
if (!SDL_AcquireGPUSwapchainTexture(cmd, window_, &swapchain, &sw, &sh)) {
SDL_Log("SDL3GPUShader: SDL_AcquireGPUSwapchainTexture failed: %s", SDL_GetError());
SDL_SubmitGPUCommandBuffer(cmd);
return;
}
if (swapchain == nullptr) {
// Finestra minimitzada — saltem el frame
SDL_SubmitGPUCommandBuffer(cmd);
return;
}
const Viewport VP = computeViewport(sw, sh);
updateDynamicUniforms(VP.h);
if (active_shader_ == ShaderType::CRTPI && crtpi_pipeline_ != nullptr) {
runCrtPiPass(cmd, swapchain, VP);
} else {
runDirectPostfxPass(cmd, swapchain, VP);
}
SDL_SubmitGPUCommandBuffer(cmd);
}
// ---------------------------------------------------------------------------
// cleanup — libera pipeline/texturas/buffer pero mantiene device + swapchain
// ---------------------------------------------------------------------------
void SDL3GPUShader::cleanup() {
is_initialized_ = false;
if (device_ != nullptr) {
SDL_WaitForGPUIdle(device_);
if (pipeline_ != nullptr) {
SDL_ReleaseGPUGraphicsPipeline(device_, pipeline_);
pipeline_ = nullptr;
}
if (crtpi_pipeline_ != nullptr) {
SDL_ReleaseGPUGraphicsPipeline(device_, crtpi_pipeline_);
crtpi_pipeline_ = nullptr;
}
if (scene_texture_ != nullptr) {
SDL_ReleaseGPUTexture(device_, scene_texture_);
scene_texture_ = nullptr;
}
if (upload_buffer_ != nullptr) {
SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_);
upload_buffer_ = nullptr;
}
if (sampler_ != nullptr) {
SDL_ReleaseGPUSampler(device_, sampler_);
sampler_ = nullptr;
}
// device_ y el claim de la ventana se mantienen vivos
}
}
// ---------------------------------------------------------------------------
// destroy — limpieza completa incluyendo device y swapchain (solo al cerrar)
// ---------------------------------------------------------------------------
void SDL3GPUShader::destroy() {
cleanup();
if (device_ != nullptr) {
if (window_ != nullptr) {
SDL_ReleaseWindowFromGPUDevice(device_, window_);
}
SDL_DestroyGPUDevice(device_);
device_ = nullptr;
}
window_ = nullptr;
}
// ---------------------------------------------------------------------------
// Shader creation helpers
// ---------------------------------------------------------------------------
auto SDL3GPUShader::createShaderMSL(SDL_GPUDevice* device,
const char* msl_source,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers) -> SDL_GPUShader* {
SDL_GPUShaderCreateInfo info = {};
info.code = reinterpret_cast<const Uint8*>(msl_source);
info.code_size = std::strlen(msl_source) + 1;
info.entrypoint = entrypoint;
info.format = SDL_GPU_SHADERFORMAT_MSL;
info.stage = stage;
info.num_samplers = num_samplers;
info.num_uniform_buffers = num_uniform_buffers;
SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
if (shader == nullptr) {
SDL_Log("SDL3GPUShader: MSL shader '%s' failed: %s", entrypoint, SDL_GetError());
}
return shader;
}
auto SDL3GPUShader::createShaderSPIRV(SDL_GPUDevice* device,
const uint8_t* spv_code,
size_t spv_size,
const char* entrypoint,
SDL_GPUShaderStage stage,
Uint32 num_samplers,
Uint32 num_uniform_buffers) -> SDL_GPUShader* {
SDL_GPUShaderCreateInfo info = {};
info.code = spv_code;
info.code_size = spv_size;
info.entrypoint = entrypoint;
info.format = SDL_GPU_SHADERFORMAT_SPIRV;
info.stage = stage;
info.num_samplers = num_samplers;
info.num_uniform_buffers = num_uniform_buffers;
SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
if (shader == nullptr) {
SDL_Log("SDL3GPUShader: SPIRV shader '%s' failed: %s", entrypoint, SDL_GetError());
}
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_.mask_strength = p.mask;
uniforms_.gamma_strength = p.gamma;
uniforms_.curvature = p.curvature;
uniforms_.bleeding = p.bleeding;
uniforms_.flicker = p.flicker;
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) {
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;
// texture_width/height se inyectan en render() cada frame
}
void SDL3GPUShader::setActiveShader(ShaderType type) {
active_shader_ = type;
}
auto SDL3GPUShader::bestPresentMode(bool vsync) const -> SDL_GPUPresentMode {
if (vsync) {
return SDL_GPU_PRESENTMODE_VSYNC;
}
// IMMEDIATE: sin sincronización — el driver puede no soportarlo en Wayland/compositing
if (SDL_WindowSupportsGPUPresentMode(device_, window_, SDL_GPU_PRESENTMODE_IMMEDIATE)) {
return SDL_GPU_PRESENTMODE_IMMEDIATE;
}
// MAILBOX: presenta en el siguiente VBlank pero sin bloquear el hilo (triple buffer)
if (SDL_WindowSupportsGPUPresentMode(device_, window_, SDL_GPU_PRESENTMODE_MAILBOX)) {
SDL_Log("SDL3GPUShader: IMMEDIATE no soportado, usando MAILBOX para VSync desactivado");
return SDL_GPU_PRESENTMODE_MAILBOX;
}
SDL_Log("SDL3GPUShader: IMMEDIATE y MAILBOX no soportados, forzando VSYNC");
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::setPresentationMode(PresentationMode mode) {
presentation_mode_ = mode;
}
// ---------------------------------------------------------------------------
// reinitTexturesAndBuffer — recrea scene_texture_ i upload_buffer_.
// No toca pipelines ni samplers.
// ---------------------------------------------------------------------------
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) {
SDL_Log("SDL3GPUShader: reinit — failed to create scene texture: %s", SDL_GetError());
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) {
SDL_Log("SDL3GPUShader: reinit — failed to create upload buffer: %s", SDL_GetError());
SDL_ReleaseGPUTexture(device_, scene_texture_);
scene_texture_ = nullptr;
return false;
}
return true;
}
} // namespace Rendering