eliminat molt de ruido de la consola de log

This commit is contained in:
2026-04-14 13:04:24 +02:00
parent f5da35bfb2
commit cf7ea6cc9c
27 changed files with 144 additions and 383 deletions

View File

@@ -5,6 +5,7 @@
#include <algorithm> // std::min, std::max, std::floor
#include <cmath> // std::floor, std::ceil
#include <cstring> // memcpy, strlen
#include <iostream> // Para std::cout
#ifndef __APPLE__
#include "rendering/sdl3gpu/crtpi_frag_spv.h"
@@ -377,7 +378,7 @@ namespace Rendering {
// 1. GPU disabled by config
if (preferred_driver_ == "none") {
SDL_Log("SDL3GPUShader: GPU disabled by config, using SDL_Renderer fallback");
std::cout << "SDL3GPUShader: GPU disabled by config, using SDL_Renderer fallback" << '\n';
driver_name_ = "";
return false;
}
@@ -392,18 +393,18 @@ namespace Rendering {
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);
std::cout << "SDL3GPUShader: driver '" << preferred << "' not available, falling back to auto" << '\n';
device_ = SDL_CreateGPUDevice(PREFERRED, false, nullptr);
}
if (device_ == nullptr) {
SDL_Log("SDL3GPUShader: SDL_CreateGPUDevice failed: %s", SDL_GetError());
std::cout << "SDL3GPUShader: SDL_CreateGPUDevice failed: " << SDL_GetError() << '\n';
return false;
}
driver_name_ = SDL_GetGPUDeviceDriver(device_);
SDL_Log("SDL3GPUShader: driver = %s", driver_name_.c_str());
std::cout << "SDL3GPUShader: driver = " << driver_name_ << '\n';
if (!SDL_ClaimWindowForGPUDevice(device_, window_)) {
SDL_Log("SDL3GPUShader: SDL_ClaimWindowForGPUDevice failed: %s", SDL_GetError());
std::cout << "SDL3GPUShader: SDL_ClaimWindowForGPUDevice failed: " << SDL_GetError() << '\n';
SDL_DestroyGPUDevice(device_);
device_ = nullptr;
return false;
@@ -422,7 +423,7 @@ namespace Rendering {
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());
std::cout << "SDL3GPUShader: failed to create scene texture: " << SDL_GetError() << '\n';
cleanup();
return false;
}
@@ -435,7 +436,7 @@ namespace Rendering {
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());
std::cout << "SDL3GPUShader: failed to create upload buffer: " << SDL_GetError() << '\n';
cleanup();
return false;
}
@@ -450,7 +451,7 @@ namespace Rendering {
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());
std::cout << "SDL3GPUShader: failed to create sampler: " << SDL_GetError() << '\n';
cleanup();
return false;
}
@@ -464,7 +465,7 @@ namespace Rendering {
lsamp_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
linear_sampler_ = SDL_CreateGPUSampler(device_, &lsamp_info);
if (linear_sampler_ == nullptr) {
SDL_Log("SDL3GPUShader: failed to create linear sampler: %s", SDL_GetError());
std::cout << "SDL3GPUShader: failed to create linear sampler: " << SDL_GetError() << '\n';
cleanup();
return false;
}
@@ -480,7 +481,7 @@ namespace Rendering {
}
is_initialized_ = true;
SDL_Log("SDL3GPUShader: initialized OK (%dx%d)", game_width_, game_height_);
std::cout << "SDL3GPUShader: initialized OK (" << game_width_ << "x" << game_height_ << ")" << '\n';
return true;
}
@@ -500,7 +501,7 @@ namespace Rendering {
#endif
if ((vert == nullptr) || (frag == nullptr)) {
SDL_Log("SDL3GPUShader: failed to compile PostFX shaders");
std::cout << "SDL3GPUShader: failed to compile PostFX shaders" << '\n';
if (vert != nullptr) { SDL_ReleaseGPUShader(device_, vert); }
if (frag != nullptr) { SDL_ReleaseGPUShader(device_, frag); }
return false;
@@ -529,7 +530,7 @@ namespace Rendering {
SDL_ReleaseGPUShader(device_, frag);
if (pipeline_ == nullptr) {
SDL_Log("SDL3GPUShader: PostFX pipeline creation failed: %s", SDL_GetError());
std::cout << "SDL3GPUShader: PostFX pipeline creation failed: " << SDL_GetError() << '\n';
return false;
}
@@ -565,7 +566,7 @@ namespace Rendering {
SDL_ReleaseGPUShader(device_, ufrag);
if (upscale_pipeline_ == nullptr) {
SDL_Log("SDL3GPUShader: upscale pipeline creation failed: %s", SDL_GetError());
std::cout << "SDL3GPUShader: upscale pipeline creation failed: " << SDL_GetError() << '\n';
return false;
}
@@ -601,7 +602,7 @@ namespace Rendering {
SDL_ReleaseGPUShader(device_, offrag);
if (postfx_offscreen_pipeline_ == nullptr) {
SDL_Log("SDL3GPUShader: PostFX offscreen pipeline creation failed: %s", SDL_GetError());
std::cout << "SDL3GPUShader: PostFX offscreen pipeline creation failed: " << SDL_GetError() << '\n';
return false;
}
@@ -637,7 +638,7 @@ namespace Rendering {
SDL_ReleaseGPUShader(device_, dfrag);
if (downscale_pipeline_ == nullptr) {
SDL_Log("SDL3GPUShader: downscale pipeline creation failed: %s", SDL_GetError());
std::cout << "SDL3GPUShader: downscale pipeline creation failed: " << SDL_GetError() << '\n';
return false;
}
@@ -683,7 +684,7 @@ namespace Rendering {
SDL_ReleaseGPUShader(device_, frag);
if (crtpi_pipeline_ == nullptr) {
SDL_Log("SDL3GPUShader: CrtPi pipeline creation failed: %s", SDL_GetError());
std::cout << "SDL3GPUShader: CrtPi pipeline creation failed: " << SDL_GetError() << '\n';
return false;
}
return true;
@@ -697,7 +698,7 @@ namespace Rendering {
void* mapped = SDL_MapGPUTransferBuffer(device_, upload_buffer_, false);
if (mapped == nullptr) {
SDL_Log("SDL3GPUShader: SDL_MapGPUTransferBuffer failed: %s", SDL_GetError());
std::cout << "SDL3GPUShader: SDL_MapGPUTransferBuffer failed: " << SDL_GetError() << '\n';
return;
}
@@ -726,7 +727,7 @@ namespace Rendering {
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device_);
if (cmd == nullptr) {
SDL_Log("SDL3GPUShader: SDL_AcquireGPUCommandBuffer failed: %s", SDL_GetError());
std::cout << "SDL3GPUShader: SDL_AcquireGPUCommandBuffer failed: " << SDL_GetError() << '\n';
return;
}
@@ -773,7 +774,7 @@ namespace Rendering {
Uint32 sw = 0;
Uint32 sh = 0;
if (!SDL_AcquireGPUSwapchainTexture(cmd, window_, &swapchain, &sw, &sh)) {
SDL_Log("SDL3GPUShader: SDL_AcquireGPUSwapchainTexture failed: %s", SDL_GetError());
std::cout << "SDL3GPUShader: SDL_AcquireGPUSwapchainTexture failed: " << SDL_GetError() << '\n';
SDL_SubmitGPUCommandBuffer(cmd);
return;
}
@@ -998,7 +999,7 @@ namespace Rendering {
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());
std::cout << "SDL3GPUShader: MSL shader '" << entrypoint << "' failed: " << SDL_GetError() << '\n';
}
return shader;
}
@@ -1020,7 +1021,7 @@ namespace Rendering {
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());
std::cout << "SDL3GPUShader: SPIRV shader '" << entrypoint << "' failed: " << SDL_GetError() << '\n';
}
return shader;
}
@@ -1135,7 +1136,7 @@ namespace Rendering {
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());
std::cout << "SDL3GPUShader: reinit — failed to create scene texture: " << SDL_GetError() << '\n';
return false;
}
@@ -1144,13 +1145,13 @@ namespace Rendering {
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());
std::cout << "SDL3GPUShader: reinit — failed to create upload buffer: " << SDL_GetError() << '\n';
SDL_ReleaseGPUTexture(device_, scene_texture_);
scene_texture_ = nullptr;
return false;
}
SDL_Log("SDL3GPUShader: reinit — scene %dx%d, SS %s", game_width_, game_height_, oversample_ > 1 ? "on" : "off");
std::cout << "SDL3GPUShader: reinit — scene " << game_width_ << "x" << game_height_ << ", SS " << (oversample_ > 1 ? "on" : "off") << '\n';
return true;
}
@@ -1185,20 +1186,20 @@ namespace Rendering {
scaled_texture_ = SDL_CreateGPUTexture(device_, &info);
if (scaled_texture_ == nullptr) {
SDL_Log("SDL3GPUShader: failed to create scaled texture %dx%d: %s", W, H, SDL_GetError());
std::cout << "SDL3GPUShader: failed to create scaled texture " << W << "x" << H << ": " << SDL_GetError() << '\n';
return false;
}
postfx_texture_ = SDL_CreateGPUTexture(device_, &info);
if (postfx_texture_ == nullptr) {
SDL_Log("SDL3GPUShader: failed to create postfx texture %dx%d: %s", W, H, SDL_GetError());
std::cout << "SDL3GPUShader: failed to create postfx texture " << W << "x" << H << ": " << SDL_GetError() << '\n';
SDL_ReleaseGPUTexture(device_, scaled_texture_);
scaled_texture_ = nullptr;
return false;
}
ss_factor_ = factor;
SDL_Log("SDL3GPUShader: scaled+postfx textures %dx%d (factor %dx)", W, H, factor);
std::cout << "SDL3GPUShader: scaled+postfx textures " << W << "x" << H << " (factor " << factor << "x)" << '\n';
return true;
}