eliminat molt de ruido de la consola de log
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@@ -5,6 +5,7 @@
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#include <algorithm> // std::min, std::max, std::floor
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#include <cmath> // std::floor, std::ceil
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#include <cstring> // memcpy, strlen
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#include <iostream> // Para std::cout
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#ifndef __APPLE__
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#include "rendering/sdl3gpu/crtpi_frag_spv.h"
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@@ -377,7 +378,7 @@ namespace Rendering {
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// 1. GPU disabled by config
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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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std::cout << "SDL3GPUShader: GPU disabled by config, using SDL_Renderer fallback" << '\n';
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driver_name_ = "";
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return false;
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}
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@@ -392,18 +393,18 @@ namespace Rendering {
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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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std::cout << "SDL3GPUShader: driver '" << preferred << "' not available, falling back to auto" << '\n';
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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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std::cout << "SDL3GPUShader: SDL_CreateGPUDevice failed: " << SDL_GetError() << '\n';
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return false;
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}
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driver_name_ = SDL_GetGPUDeviceDriver(device_);
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SDL_Log("SDL3GPUShader: driver = %s", driver_name_.c_str());
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std::cout << "SDL3GPUShader: driver = " << driver_name_ << '\n';
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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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std::cout << "SDL3GPUShader: SDL_ClaimWindowForGPUDevice failed: " << SDL_GetError() << '\n';
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SDL_DestroyGPUDevice(device_);
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device_ = nullptr;
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return false;
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@@ -422,7 +423,7 @@ namespace Rendering {
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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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std::cout << "SDL3GPUShader: failed to create scene texture: " << SDL_GetError() << '\n';
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cleanup();
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return false;
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}
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@@ -435,7 +436,7 @@ namespace Rendering {
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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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std::cout << "SDL3GPUShader: failed to create upload buffer: " << SDL_GetError() << '\n';
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cleanup();
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return false;
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}
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@@ -450,7 +451,7 @@ namespace Rendering {
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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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std::cout << "SDL3GPUShader: failed to create sampler: " << SDL_GetError() << '\n';
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cleanup();
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return false;
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}
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@@ -464,7 +465,7 @@ namespace Rendering {
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lsamp_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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linear_sampler_ = SDL_CreateGPUSampler(device_, &lsamp_info);
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if (linear_sampler_ == nullptr) {
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SDL_Log("SDL3GPUShader: failed to create linear sampler: %s", SDL_GetError());
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std::cout << "SDL3GPUShader: failed to create linear sampler: " << SDL_GetError() << '\n';
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cleanup();
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return false;
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}
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@@ -480,7 +481,7 @@ namespace Rendering {
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}
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is_initialized_ = true;
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SDL_Log("SDL3GPUShader: initialized OK (%dx%d)", game_width_, game_height_);
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std::cout << "SDL3GPUShader: initialized OK (" << game_width_ << "x" << game_height_ << ")" << '\n';
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return true;
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}
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@@ -500,7 +501,7 @@ namespace Rendering {
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#endif
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if ((vert == nullptr) || (frag == nullptr)) {
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SDL_Log("SDL3GPUShader: failed to compile PostFX shaders");
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std::cout << "SDL3GPUShader: failed to compile PostFX shaders" << '\n';
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if (vert != nullptr) { SDL_ReleaseGPUShader(device_, vert); }
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if (frag != nullptr) { SDL_ReleaseGPUShader(device_, frag); }
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return false;
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@@ -529,7 +530,7 @@ namespace Rendering {
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SDL_ReleaseGPUShader(device_, frag);
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if (pipeline_ == nullptr) {
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SDL_Log("SDL3GPUShader: PostFX pipeline creation failed: %s", SDL_GetError());
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std::cout << "SDL3GPUShader: PostFX pipeline creation failed: " << SDL_GetError() << '\n';
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return false;
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}
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@@ -565,7 +566,7 @@ namespace Rendering {
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SDL_ReleaseGPUShader(device_, ufrag);
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if (upscale_pipeline_ == nullptr) {
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SDL_Log("SDL3GPUShader: upscale pipeline creation failed: %s", SDL_GetError());
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std::cout << "SDL3GPUShader: upscale pipeline creation failed: " << SDL_GetError() << '\n';
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return false;
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}
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@@ -601,7 +602,7 @@ namespace Rendering {
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SDL_ReleaseGPUShader(device_, offrag);
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if (postfx_offscreen_pipeline_ == nullptr) {
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SDL_Log("SDL3GPUShader: PostFX offscreen pipeline creation failed: %s", SDL_GetError());
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std::cout << "SDL3GPUShader: PostFX offscreen pipeline creation failed: " << SDL_GetError() << '\n';
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return false;
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}
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@@ -637,7 +638,7 @@ namespace Rendering {
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SDL_ReleaseGPUShader(device_, dfrag);
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if (downscale_pipeline_ == nullptr) {
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SDL_Log("SDL3GPUShader: downscale pipeline creation failed: %s", SDL_GetError());
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std::cout << "SDL3GPUShader: downscale pipeline creation failed: " << SDL_GetError() << '\n';
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return false;
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}
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@@ -683,7 +684,7 @@ namespace Rendering {
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SDL_ReleaseGPUShader(device_, frag);
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if (crtpi_pipeline_ == nullptr) {
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SDL_Log("SDL3GPUShader: CrtPi pipeline creation failed: %s", SDL_GetError());
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std::cout << "SDL3GPUShader: CrtPi pipeline creation failed: " << SDL_GetError() << '\n';
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return false;
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}
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return true;
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@@ -697,7 +698,7 @@ namespace Rendering {
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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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std::cout << "SDL3GPUShader: SDL_MapGPUTransferBuffer failed: " << SDL_GetError() << '\n';
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return;
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}
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@@ -726,7 +727,7 @@ namespace Rendering {
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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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std::cout << "SDL3GPUShader: SDL_AcquireGPUCommandBuffer failed: " << SDL_GetError() << '\n';
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return;
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}
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@@ -773,7 +774,7 @@ namespace Rendering {
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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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std::cout << "SDL3GPUShader: SDL_AcquireGPUSwapchainTexture failed: " << SDL_GetError() << '\n';
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SDL_SubmitGPUCommandBuffer(cmd);
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return;
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}
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@@ -998,7 +999,7 @@ namespace Rendering {
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info.num_uniform_buffers = num_uniform_buffers;
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SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
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if (shader == nullptr) {
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SDL_Log("SDL3GPUShader: MSL shader '%s' failed: %s", entrypoint, SDL_GetError());
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std::cout << "SDL3GPUShader: MSL shader '" << entrypoint << "' failed: " << SDL_GetError() << '\n';
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}
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return shader;
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}
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@@ -1020,7 +1021,7 @@ namespace Rendering {
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info.num_uniform_buffers = num_uniform_buffers;
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SDL_GPUShader* shader = SDL_CreateGPUShader(device, &info);
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if (shader == nullptr) {
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SDL_Log("SDL3GPUShader: SPIRV shader '%s' failed: %s", entrypoint, SDL_GetError());
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std::cout << "SDL3GPUShader: SPIRV shader '" << entrypoint << "' failed: " << SDL_GetError() << '\n';
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}
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return shader;
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}
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@@ -1135,7 +1136,7 @@ namespace Rendering {
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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: reinit — failed to create scene texture: %s", SDL_GetError());
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std::cout << "SDL3GPUShader: reinit — failed to create scene texture: " << SDL_GetError() << '\n';
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return false;
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}
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@@ -1144,13 +1145,13 @@ namespace Rendering {
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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: reinit — failed to create upload buffer: %s", SDL_GetError());
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std::cout << "SDL3GPUShader: reinit — failed to create upload buffer: " << SDL_GetError() << '\n';
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SDL_ReleaseGPUTexture(device_, scene_texture_);
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scene_texture_ = nullptr;
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return false;
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}
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SDL_Log("SDL3GPUShader: reinit — scene %dx%d, SS %s", game_width_, game_height_, oversample_ > 1 ? "on" : "off");
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std::cout << "SDL3GPUShader: reinit — scene " << game_width_ << "x" << game_height_ << ", SS " << (oversample_ > 1 ? "on" : "off") << '\n';
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return true;
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}
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@@ -1185,20 +1186,20 @@ namespace Rendering {
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scaled_texture_ = SDL_CreateGPUTexture(device_, &info);
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if (scaled_texture_ == nullptr) {
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SDL_Log("SDL3GPUShader: failed to create scaled texture %dx%d: %s", W, H, SDL_GetError());
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std::cout << "SDL3GPUShader: failed to create scaled texture " << W << "x" << H << ": " << SDL_GetError() << '\n';
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return false;
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}
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postfx_texture_ = SDL_CreateGPUTexture(device_, &info);
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if (postfx_texture_ == nullptr) {
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SDL_Log("SDL3GPUShader: failed to create postfx texture %dx%d: %s", W, H, SDL_GetError());
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std::cout << "SDL3GPUShader: failed to create postfx texture " << W << "x" << H << ": " << SDL_GetError() << '\n';
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SDL_ReleaseGPUTexture(device_, scaled_texture_);
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scaled_texture_ = nullptr;
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return false;
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}
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ss_factor_ = factor;
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SDL_Log("SDL3GPUShader: scaled+postfx textures %dx%d (factor %dx)", W, H, factor);
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std::cout << "SDL3GPUShader: scaled+postfx textures " << W << "x" << H << " (factor " << factor << "x)" << '\n';
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return true;
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}
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