migrat, amb ajuda de claude, a sdl3gpu (postfx i crtpi) igual que el JDD
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@@ -3,24 +3,56 @@
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_gpu.h>
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#include <string>
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#include <utility>
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#include "rendering/shader_backend.hpp"
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// PostFX uniforms pushed to fragment stage each frame.
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// Must match the MSL struct and GLSL uniform block layout.
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// 12 floats = 48 bytes — meets Metal/Vulkan 16-byte alignment requirement.
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struct PostFXUniforms {
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float vignette_strength; // 0 = none, ~0.8 = subtle
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float chroma_strength; // 0 = off, ~0.2 = subtle chromatic aberration
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float scanline_strength; // 0 = off, 1 = full
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float screen_height; // logical height in pixels (used by bleeding effect)
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float mask_strength; // 0 = off, 1 = full phosphor dot mask
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float gamma_strength; // 0 = off, 1 = full gamma 2.4/2.2 correction
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float curvature; // 0 = flat, 1 = max barrel distortion
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float bleeding; // 0 = off, 1 = max NTSC chrominance bleeding
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float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
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float time; // seconds since SDL init (SDL_GetTicks() / 1000.0f)
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float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS)
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float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz — keep struct at 48 bytes (3 × 16)
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float vignette_strength;
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float chroma_strength;
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float scanline_strength;
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float screen_height;
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float mask_strength;
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float gamma_strength;
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float curvature;
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float bleeding;
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float pixel_scale;
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float time;
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float oversample;
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float flicker;
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};
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// CrtPi uniforms pushed to fragment stage each frame.
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// 16 fields = 64 bytes — 4 × 16-byte alignment.
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struct CrtPiUniforms {
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float scanline_weight;
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float scanline_gap_brightness;
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float bloom_factor;
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float input_gamma;
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float output_gamma;
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float mask_brightness;
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float curvature_x;
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float curvature_y;
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int mask_type;
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int enable_scanlines;
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int enable_multisample;
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int enable_gamma;
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int enable_curvature;
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int enable_sharper;
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float texture_width;
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float texture_height;
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};
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// Downscale uniforms for Lanczos downscale fragment stage.
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// 1 int + 3 floats = 16 bytes.
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struct DownscaleUniforms {
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int algorithm;
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float pad0;
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float pad1;
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float pad2;
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};
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namespace Rendering {
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@@ -28,9 +60,8 @@ namespace Rendering {
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/**
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* @brief Backend de shaders usando SDL3 GPU API (Metal en macOS, Vulkan/SPIR-V en Win/Linux)
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*
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* Backend de shaders PostFX para macOS (Metal) y Win/Linux (Vulkan/SPIR-V).
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* Pipeline: Surface pixels (CPU) → SDL_GPUTransferBuffer → SDL_GPUTexture (scene)
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* → PostFX render pass → swapchain → present
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* → [Upscale →] PostFX/CrtPi render pass → [Lanczos downscale →] swapchain → present
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*/
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class SDL3GPUShader : public ShaderBackend {
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public:
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@@ -44,25 +75,28 @@ namespace Rendering {
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void render() override;
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void setTextureSize(float width, float height) override {}
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void cleanup() final; // Libera pipeline/texturas pero mantiene el device vivo
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void destroy(); // Limpieza completa (device + swapchain); llamar solo al cerrar
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void cleanup() final;
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void destroy();
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[[nodiscard]] auto isHardwareAccelerated() const -> bool override { return is_initialized_; }
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[[nodiscard]] auto getDriverName() const -> std::string override { return driver_name_; }
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// Sube píxeles ARGB8888 desde CPU; llamado antes de render()
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void setPreferredDriver(const std::string& driver) override { preferred_driver_ = driver; }
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void uploadPixels(const Uint32* pixels, int width, int height) override;
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// Actualiza los parámetros de intensidad de los efectos PostFX
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void setPostFXParams(const PostFXParams& p) override;
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// Activa/desactiva VSync en el swapchain
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void setVSync(bool vsync) override;
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// Activa/desactiva escalado entero (integer scale)
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void setScaleMode(bool integer_scale) override;
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// Establece factor de supersampling (1 = off, 3 = 3×SS)
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void setOversample(int factor) override;
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void setLinearUpscale(bool linear) override;
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[[nodiscard]] auto isLinearUpscale() const -> bool override { return linear_upscale_; }
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void setDownscaleAlgo(int algo) override;
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[[nodiscard]] auto getDownscaleAlgo() const -> int override { return downscale_algo_; }
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[[nodiscard]] auto getSsTextureSize() const -> std::pair<int, int> override;
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void setActiveShader(ShaderType type) override;
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void setCrtPiParams(const CrtPiParams& p) override;
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[[nodiscard]] auto getActiveShader() const -> ShaderType override { return active_shader_; }
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private:
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static auto createShaderMSL(SDL_GPUDevice* device,
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const char* msl_source,
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@@ -80,27 +114,41 @@ namespace Rendering {
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Uint32 num_uniform_buffers) -> SDL_GPUShader*;
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auto createPipeline() -> bool;
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auto reinitTexturesAndBuffer() -> bool; // Recrea textura y buffer con oversample actual
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auto createCrtPiPipeline() -> bool;
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auto reinitTexturesAndBuffer() -> bool;
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auto recreateScaledTexture(int factor) -> bool;
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static auto calcSsFactor(float zoom) -> int;
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[[nodiscard]] auto bestPresentMode(bool vsync) const -> SDL_GPUPresentMode;
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SDL_Window* window_ = nullptr;
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SDL_GPUDevice* device_ = nullptr;
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SDL_GPUGraphicsPipeline* pipeline_ = nullptr;
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SDL_GPUGraphicsPipeline* crtpi_pipeline_ = nullptr;
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SDL_GPUGraphicsPipeline* postfx_offscreen_pipeline_ = nullptr;
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SDL_GPUGraphicsPipeline* upscale_pipeline_ = nullptr;
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SDL_GPUGraphicsPipeline* downscale_pipeline_ = nullptr;
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SDL_GPUTexture* scene_texture_ = nullptr;
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SDL_GPUTexture* scaled_texture_ = nullptr;
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SDL_GPUTexture* postfx_texture_ = nullptr;
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SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
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SDL_GPUSampler* sampler_ = nullptr; // NEAREST — para path sin supersampling
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SDL_GPUSampler* linear_sampler_ = nullptr; // LINEAR — para path con supersampling
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SDL_GPUSampler* sampler_ = nullptr;
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SDL_GPUSampler* linear_sampler_ = nullptr;
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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};
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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};
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ShaderType active_shader_ = ShaderType::POSTFX;
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int game_width_ = 0; // Dimensiones originales del canvas (sin SS)
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int game_width_ = 0;
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int game_height_ = 0;
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int tex_width_ = 0; // Dimensiones de la textura GPU (game × oversample_)
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int tex_height_ = 0;
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int oversample_ = 1; // Factor SS actual (1 o 3)
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float baked_scanline_strength_ = 0.0F; // Guardado para hornear en CPU
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int ss_factor_ = 0;
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int oversample_ = 1;
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int downscale_algo_ = 1;
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std::string driver_name_;
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std::string preferred_driver_;
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bool is_initialized_ = false;
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bool vsync_ = true;
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bool integer_scale_ = false;
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bool linear_upscale_ = false;
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};
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} // namespace Rendering
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