652 lines
28 KiB
C++
652 lines
28 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, std::floor
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#include <cmath> // std::floor
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#include <cstring> // memcpy, strlen
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#include <iostream> // 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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// Si ya estaba inicializado (p.ej. al cambiar borde), liberar recursos
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// de textura/pipeline pero mantener el device vivo para evitar conflictos
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// con SDL_Renderer en Windows/Vulkan.
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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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// Dimensions from the SDL_Texture placeholder
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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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// ----------------------------------------------------------------
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// 1. Create GPU device (solo si no existe ya)
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// ----------------------------------------------------------------
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if (preferred_driver_ == "none") {
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SDL_Log("SDL3GPUShader: GPU disabled by config, using SDL_Renderer fallback");
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driver_name_ = ""; // vacío → RenderInfo mostrará "sdl"
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return false;
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}
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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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SDL_Log("SDL3GPUShader: driver '%s' not available, falling back to auto", preferred);
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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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SDL_Log("SDL3GPUShader: SDL_CreateGPUDevice failed: %s", SDL_GetError());
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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 << "GPU Driver : " << driver_name_ << '\n';
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// ----------------------------------------------------------------
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// 2. Claim window (una sola vez — no liberar hasta destroy())
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// ----------------------------------------------------------------
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if (!SDL_ClaimWindowForGPUDevice(device_, window_)) {
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SDL_Log("SDL3GPUShader: SDL_ClaimWindowForGPUDevice failed: %s", SDL_GetError());
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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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// ----------------------------------------------------------------
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// 3. Create scene texture (upload target, always game resolution)
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// Format: B8G8R8A8_UNORM matches SDL ARGB8888 byte layout on LE
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// ----------------------------------------------------------------
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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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SDL_Log("SDL3GPUShader: failed to create scene texture: %s", SDL_GetError());
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cleanup();
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return false;
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}
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// ----------------------------------------------------------------
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// 4. Create upload transfer buffer (CPU → GPU, always game resolution)
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// ----------------------------------------------------------------
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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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SDL_Log("SDL3GPUShader: failed to create upload buffer: %s", SDL_GetError());
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cleanup();
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return false;
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}
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// ----------------------------------------------------------------
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// 5. Create sampler: NEAREST (pixel art)
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// ----------------------------------------------------------------
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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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SDL_Log("SDL3GPUShader: failed to create sampler: %s", SDL_GetError());
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cleanup();
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return false;
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}
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// ----------------------------------------------------------------
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// 6. Create PostFX graphics pipeline
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// ----------------------------------------------------------------
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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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// ----------------------------------------------------------------
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// 7. Create CrtPi graphics pipeline
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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 << "GPU Shader : initialized OK — game " << game_width_ << 'x' << game_height_ << '\n';
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return true;
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}
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// ---------------------------------------------------------------------------
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// createPostfxVertexShader — fullscreen-triangle vertex compartit per tots els pipelines
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// ---------------------------------------------------------------------------
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auto SDL3GPUShader::createPostfxVertexShader() -> SDL_GPUShader* {
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#ifdef __APPLE__
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return createShaderMSL(device_, Msl::kPostfxVert, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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#else
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return createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0);
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#endif
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}
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// ---------------------------------------------------------------------------
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// createPostfxLikePipeline — empaqueta vert(postfx) + frag dado + target en un pipeline.
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// Pren ownership de `frag` (el libera abans de retornar).
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// ---------------------------------------------------------------------------
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auto SDL3GPUShader::createPostfxLikePipeline(SDL_GPUShader* frag, SDL_GPUTextureFormat format, const char* debug_name) -> SDL_GPUGraphicsPipeline* {
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if (frag == nullptr) {
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SDL_Log("SDL3GPUShader: %s frag shader is null", debug_name);
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return nullptr;
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}
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SDL_GPUShader* vert = createPostfxVertexShader();
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if (vert == nullptr) {
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SDL_Log("SDL3GPUShader: %s vert shader creation failed", debug_name);
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SDL_ReleaseGPUShader(device_, frag);
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return nullptr;
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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 = format;
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color_target.blend_state = no_blend;
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SDL_GPUVertexInputState no_input = {};
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SDL_GPUGraphicsPipelineCreateInfo info = {};
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info.vertex_shader = vert;
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info.fragment_shader = frag;
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info.vertex_input_state = no_input;
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info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
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info.target_info.num_color_targets = 1;
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info.target_info.color_target_descriptions = &color_target;
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SDL_GPUGraphicsPipeline* pipeline = SDL_CreateGPUGraphicsPipeline(device_, &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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SDL_Log("SDL3GPUShader: %s pipeline creation failed: %s", debug_name, SDL_GetError());
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}
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return pipeline;
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}
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// ---------------------------------------------------------------------------
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// createPipeline — crea el pipeline PostFX que va directament al 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* postfx_frag = createShaderMSL(device_, Msl::kPostfxFrag, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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#else
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SDL_GPUShader* postfx_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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pipeline_ = createPostfxLikePipeline(postfx_frag, SWAPCHAIN_FMT, "PostFX");
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return pipeline_ != nullptr;
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}
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// ---------------------------------------------------------------------------
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// createCrtPiPipeline — pipeline dedicado para el shader CRT-Pi.
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// Usa el mismo vertex shader que postfx (fullscreen-triangle genérico).
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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* frag = createShaderMSL(device_, Msl::kCrtpiFrag, "crtpi_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1);
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#else
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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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crtpi_pipeline_ = createPostfxLikePipeline(frag, SWAPCHAIN_FMT, "CrtPi");
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return crtpi_pipeline_ != nullptr;
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}
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// ---------------------------------------------------------------------------
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// uploadPixels — copies ARGB8888 CPU pixels into the GPU transfer buffer.
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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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SDL_Log("SDL3GPUShader: SDL_MapGPUTransferBuffer failed: %s", SDL_GetError());
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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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// uploadSceneTexture — copy pass: transfer buffer → scene texture
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// ---------------------------------------------------------------------------
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void SDL3GPUShader::uploadSceneTexture(SDL_GPUCommandBuffer* cmd) {
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SDL_GPUCopyPass* copy = SDL_BeginGPUCopyPass(cmd);
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if (copy == nullptr) { return; }
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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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// ---------------------------------------------------------------------------
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// computeViewport — dimensions lògiques del canvas dins del swapchain (letterbox)
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// ---------------------------------------------------------------------------
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auto SDL3GPUShader::computeViewport(Uint32 sw, Uint32 sh) const -> Viewport {
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const auto SWF = static_cast<float>(sw);
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const auto SHF = static_cast<float>(sh);
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const float CANVAS_RATIO = static_cast<float>(game_width_) / static_cast<float>(game_height_);
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const float WINDOW_RATIO = SWF / SHF;
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float vw = 0.0F;
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float vh = 0.0F;
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switch (presentation_mode_) {
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case PresentationMode::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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break;
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}
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case PresentationMode::LETTERBOX: {
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if (WINDOW_RATIO >= CANVAS_RATIO) {
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vh = SHF;
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vw = SHF * CANVAS_RATIO;
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} else {
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vw = SWF;
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vh = SWF / CANVAS_RATIO;
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}
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break;
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}
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case PresentationMode::STRETCHED: {
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vw = SWF;
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vh = SHF;
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break;
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}
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case PresentationMode::OVERSCAN: {
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if (WINDOW_RATIO >= CANVAS_RATIO) {
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vw = SWF;
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vh = SWF / CANVAS_RATIO;
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} else {
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vh = SHF;
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vw = SHF * CANVAS_RATIO;
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}
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break;
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}
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}
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const float VX = std::floor((SWF - vw) * 0.5F);
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const float VY = std::floor((SHF - vh) * 0.5F);
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return {.x = VX, .y = VY, .w = vw, .h = vh};
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}
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// ---------------------------------------------------------------------------
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// updateDynamicUniforms — actualitza pixel_scale i time per a aquest frame
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// ---------------------------------------------------------------------------
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void SDL3GPUShader::updateDynamicUniforms(float viewport_h) {
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uniforms_.pixel_scale = (game_height_ > 0) ? (viewport_h / static_cast<float>(game_height_)) : 1.0F;
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uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
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}
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// ---------------------------------------------------------------------------
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// runCrtPiPass — scene_texture_ → swapchain via pipeline CrtPi (sense SS ni Lanczos)
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// ---------------------------------------------------------------------------
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void SDL3GPUShader::runCrtPiPass(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const Viewport& vp) {
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SDL_GPUColorTargetInfo color_target = {};
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color_target.texture = swapchain;
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color_target.load_op = SDL_GPU_LOADOP_CLEAR;
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color_target.store_op = SDL_GPU_STOREOP_STORE;
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color_target.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
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SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, nullptr);
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if (pass == nullptr) { return; }
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SDL_BindGPUGraphicsPipeline(pass, crtpi_pipeline_);
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SDL_GPUViewport sdlvp = {.x = vp.x, .y = vp.y, .w = vp.w, .h = vp.h, .min_depth = 0.0F, .max_depth = 1.0F};
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SDL_SetGPUViewport(pass, &sdlvp);
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SDL_GPUTextureSamplerBinding binding = {};
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binding.texture = scene_texture_;
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binding.sampler = sampler_; // NEAREST: el shader CrtPi fa el seu filtrat analític
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SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
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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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SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
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SDL_EndGPURenderPass(pass);
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}
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// ---------------------------------------------------------------------------
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// runDirectPostfxPass — PostFX → swapchain directament
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// ---------------------------------------------------------------------------
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void SDL3GPUShader::runDirectPostfxPass(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const Viewport& vp) {
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SDL_GPUColorTargetInfo color_target = {};
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color_target.texture = swapchain;
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color_target.load_op = SDL_GPU_LOADOP_CLEAR;
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color_target.store_op = SDL_GPU_STOREOP_STORE;
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color_target.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F};
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SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, nullptr);
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if (pass == nullptr) { return; }
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SDL_BindGPUGraphicsPipeline(pass, pipeline_);
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SDL_GPUViewport sdlvp = {.x = vp.x, .y = vp.y, .w = vp.w, .h = vp.h, .min_depth = 0.0F, .max_depth = 1.0F};
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SDL_SetGPUViewport(pass, &sdlvp);
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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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SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(PostFXUniforms));
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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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// ---------------------------------------------------------------------------
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// render — orquestra upload + path PostFX (CrtPi / direct)
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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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SDL_Log("SDL3GPUShader: SDL_AcquireGPUCommandBuffer failed: %s", SDL_GetError());
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return;
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}
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uploadSceneTexture(cmd);
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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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SDL_Log("SDL3GPUShader: SDL_AcquireGPUSwapchainTexture failed: %s", SDL_GetError());
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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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// Finestra minimitzada — saltem el frame
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SDL_SubmitGPUCommandBuffer(cmd);
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return;
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}
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const Viewport VP = computeViewport(sw, sh);
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updateDynamicUniforms(VP.h);
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if (active_shader_ == ShaderType::CRTPI && crtpi_pipeline_ != nullptr) {
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runCrtPiPass(cmd, swapchain, VP);
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} else {
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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
|