2 Commits

Author SHA1 Message Date
b3f6e2fcf0 Metal post-processing pipeline implementation
- Add custom Metal render target creation
- Implement post-processing without GPU-CPU-GPU copies
- Create Metal texture extraction system
- Add Metal CRT shader pipeline integration
- Modify screen rendering to use Metal when available
- Enable shaders by default for testing

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-09-16 07:42:03 +02:00
7f00942517 treballant en metal 2025-09-10 20:44:10 +02:00
4 changed files with 441 additions and 4 deletions

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@@ -219,7 +219,7 @@ constexpr SDL_ScaleMode VIDEO_SCALE_MODE = SDL_ScaleMode::SDL_SCALEMODE_NEAREST;
constexpr bool VIDEO_FULLSCREEN = false;
constexpr bool VIDEO_VSYNC = true;
constexpr bool VIDEO_INTEGER_SCALE = true;
constexpr bool VIDEO_SHADERS = false;
constexpr bool VIDEO_SHADERS = true;
// Music
constexpr bool MUSIC_ENABLED = true;

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@@ -4,6 +4,20 @@
#include <string> // Para basic_string, string
namespace shader {
bool init(SDL_Window *ventana, SDL_Texture *texturaBackBuffer, const std::string &vertexShader, const std::string &fragmentShader = "");
bool init(SDL_Window *ventana, SDL_Texture *texturaBackBuffer, const std::string &shaderSource, const std::string &fragmentShader = "");
void render();
void cleanup();
bool isUsingOpenGL();
#ifdef __APPLE__
namespace metal {
bool initMetal(SDL_Window* window, SDL_Texture* backBuffer, const std::string& shaderFilename);
SDL_Texture* createMetalRenderTarget(SDL_Renderer* renderer, int width, int height);
void updateMetalTexture(SDL_Texture* backBuffer);
void renderMetal();
void renderWithPostProcessing(SDL_Renderer* renderer, SDL_Texture* sourceTexture);
void cleanupMetal();
}
#endif
} // namespace shader

387
source/external/jail_shader_metal.mm vendored Normal file
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@@ -0,0 +1,387 @@
#include "jail_shader.h"
#ifdef __APPLE__
#include <SDL3/SDL.h>
#include <SDL3/SDL_metal.h>
#include <Metal/Metal.h>
#include <QuartzCore/CAMetalLayer.h>
#include <CoreFoundation/CoreFoundation.h>
#include <stdexcept>
#include <vector>
#include "../asset.h"
namespace shader {
namespace metal {
// Metal objects
id<MTLDevice> device = nullptr;
id<MTLRenderPipelineState> pipelineState = nullptr;
id<MTLBuffer> vertexBuffer = nullptr;
id<MTLTexture> backBufferTexture = nullptr;
id<MTLTexture> gameCanvasTexture = nullptr; // Our custom render target texture
id<MTLSamplerState> sampler = nullptr;
// SDL objects (references from main shader module)
SDL_Window* win = nullptr;
SDL_Renderer* renderer = nullptr;
SDL_Texture* backBuffer = nullptr;
// Vertex data for fullscreen quad
struct Vertex {
float position[4]; // x, y, z, w
float texcoord[2]; // u, v
};
const Vertex quadVertices[] = {
// Position (x, y, z, w) // TexCoord (u, v) - Standard OpenGL-style coordinates
{{-1.0f, -1.0f, 0.0f, 1.0f}, {0.0f, 1.0f}}, // Bottom-left
{{ 1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 1.0f}}, // Bottom-right
{{-1.0f, 1.0f, 0.0f, 1.0f}, {0.0f, 0.0f}}, // Top-left
{{ 1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 0.0f}}, // Top-right
};
std::string loadMetalShader(const std::string& filename) {
// Try to load the .metal file from the same location as GLSL files
auto data = Asset::get()->loadData(filename);
if (!data.empty()) {
return std::string(data.begin(), data.end());
}
return "";
}
SDL_Texture* createMetalRenderTarget(SDL_Renderer* renderer, int width, int height) {
if (!renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "createMetalRenderTarget: No renderer provided");
return nullptr;
}
// Crear textura Metal como render target
SDL_Texture* metalTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, width, height);
if (!metalTexture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create Metal render target texture: %s", SDL_GetError());
return nullptr;
}
// Configurar filtrado nearest neighbor para look pixelado
SDL_SetTextureScaleMode(metalTexture, SDL_SCALEMODE_NEAREST);
// Try to extract and store the Metal texture directly
SDL_PropertiesID props = SDL_GetTextureProperties(metalTexture);
if (props != 0) {
const char* propertyNames[] = {
"SDL.texture.metal.texture",
"SDL.renderer.metal.texture",
"metal.texture",
"texture.metal",
"MTLTexture",
"texture"
};
for (const char* propName : propertyNames) {
gameCanvasTexture = (__bridge id<MTLTexture>)SDL_GetPointerProperty(props, propName, nullptr);
if (gameCanvasTexture) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Successfully extracted Metal texture via property '%s' (size: %lux%lu)",
propName, [gameCanvasTexture width], [gameCanvasTexture height]);
break;
}
}
}
if (!gameCanvasTexture) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Could not extract Metal texture from SDL texture - shaders may not work");
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Created Metal render target texture (%dx%d)", width, height);
return metalTexture;
}
bool initMetal(SDL_Window* window, SDL_Texture* backBufferTexture, const std::string& shaderFilename) {
// Store references
win = window;
backBuffer = backBufferTexture;
renderer = SDL_GetRenderer(window);
if (!renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL renderer");
return false;
}
// Get Metal layer from SDL renderer and extract device from it
CAMetalLayer* metalLayer = (__bridge CAMetalLayer*)SDL_GetRenderMetalLayer(renderer);
if (!metalLayer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get Metal layer from SDL renderer");
return false;
}
device = metalLayer.device;
if (!device) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get Metal device from layer");
return false;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Got Metal device from SDL layer: %s", [[device name] UTF8String]);
// Note: We no longer need our own texture - we'll use the backBuffer directly
// Load and compile shaders
std::string metalShaderSource = loadMetalShader(shaderFilename);
if (metalShaderSource.empty()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load Metal shader: %s", shaderFilename.c_str());
return false;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded Metal shader %s (length: %zu)",
shaderFilename.c_str(), metalShaderSource.length());
NSString* shaderNSString = [NSString stringWithUTF8String:metalShaderSource.c_str()];
NSError* error = nil;
id<MTLLibrary> library = [device newLibraryWithSource:shaderNSString options:nil error:&error];
if (!library || error) {
if (error) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to compile Metal shader: %s",
[[error localizedDescription] UTF8String]);
}
return false;
}
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
if (!vertexFunction || !fragmentFunction) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load Metal shader functions");
return false;
}
// Create render pipeline
MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineDescriptor.vertexFunction = vertexFunction;
pipelineDescriptor.fragmentFunction = fragmentFunction;
pipelineDescriptor.colorAttachments[0].pixelFormat = MTLPixelFormatBGRA8Unorm;
// Set up vertex descriptor
MTLVertexDescriptor* vertexDescriptor = [[MTLVertexDescriptor alloc] init];
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat4;
vertexDescriptor.attributes[0].offset = 0;
vertexDescriptor.attributes[0].bufferIndex = 0;
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2;
vertexDescriptor.attributes[1].offset = 4 * sizeof(float);
vertexDescriptor.attributes[1].bufferIndex = 0;
vertexDescriptor.layouts[0].stride = sizeof(Vertex);
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
pipelineDescriptor.vertexDescriptor = vertexDescriptor;
pipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
if (!pipelineState || error) {
if (error) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create Metal render pipeline: %s",
[[error localizedDescription] UTF8String]);
}
return false;
}
// Create vertex buffer
vertexBuffer = [device newBufferWithBytes:quadVertices
length:sizeof(quadVertices)
options:MTLResourceOptionCPUCacheModeDefault];
// Create sampler state for nearest neighbor filtering (pixelated look)
MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init];
samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest;
samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest;
samplerDescriptor.sAddressMode = MTLSamplerAddressModeClampToEdge;
samplerDescriptor.tAddressMode = MTLSamplerAddressModeClampToEdge;
sampler = [device newSamplerStateWithDescriptor:samplerDescriptor];
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Metal shader system initialized successfully");
return true;
}
void updateMetalTexture(SDL_Texture* backBuffer) {
if (!device || !backBuffer) return;
// Only log this occasionally to avoid spam
static int attemptCount = 0;
static bool hasLogged = false;
// Try multiple property names that SDL3 might use
SDL_PropertiesID props = SDL_GetTextureProperties(backBuffer);
if (props != 0) {
const char* propertyNames[] = {
"SDL.texture.metal.texture",
"SDL.renderer.metal.texture",
"metal.texture",
"texture.metal",
"MTLTexture",
"texture"
};
for (const char* propName : propertyNames) {
id<MTLTexture> sdlMetalTexture = (__bridge id<MTLTexture>)SDL_GetPointerProperty(props, propName, nullptr);
if (sdlMetalTexture) {
backBufferTexture = sdlMetalTexture;
if (!hasLogged) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Got Metal texture via property '%s' (size: %lux%lu)",
propName, [backBufferTexture width], [backBufferTexture height]);
hasLogged = true;
}
return;
}
}
}
// If we can't get the texture after several attempts, log once and continue
if (!hasLogged && attemptCount++ > 10) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Could not access SDL Metal texture after %d attempts - shader will be skipped", attemptCount);
hasLogged = true;
}
}
void renderMetal() {
if (!renderer || !device || !pipelineState) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Metal render failed: missing components");
return;
}
// Correct pipeline: backBuffer → Metal shaders → screen (no double rendering)
// Try to get the Metal texture directly from the SDL backBuffer texture
updateMetalTexture(backBuffer);
if (!backBufferTexture) {
static int fallbackLogCount = 0;
if (fallbackLogCount++ < 3) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Metal texture not available - falling back to normal SDL rendering (attempt %d)", fallbackLogCount);
}
// Fallback: render without shaders using normal SDL path
SDL_SetRenderTarget(renderer, nullptr);
SDL_RenderTexture(renderer, backBuffer, nullptr, nullptr);
SDL_RenderPresent(renderer);
return;
}
// Apply Metal CRT shader directly: backBuffer texture → screen
SDL_SetRenderTarget(renderer, nullptr);
// Get Metal command encoder to render directly to screen
void* encoder_ptr = SDL_GetRenderMetalCommandEncoder(renderer);
if (encoder_ptr) {
id<MTLRenderCommandEncoder> encoder = (__bridge id<MTLRenderCommandEncoder>)encoder_ptr;
static int debugCount = 0;
if (debugCount++ < 5) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Metal render attempt %d: encoder=%p, pipeline=%p, texture=%p",
debugCount, encoder, pipelineState, backBufferTexture);
}
// Apply CRT shader effect directly to backBuffer texture
[encoder setRenderPipelineState:pipelineState];
[encoder setVertexBuffer:vertexBuffer offset:0 atIndex:0];
[encoder setFragmentTexture:backBufferTexture atIndex:0];
[encoder setFragmentSamplerState:sampler atIndex:0];
// Draw fullscreen quad with CRT effect directly to screen
[encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
static int successCount = 0;
if (successCount++ < 5) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Applied CRT shader to backBuffer (attempt %d) - texture size: %lux%lu",
successCount, [backBufferTexture width], [backBufferTexture height]);
}
} else {
// Fallback: render normally without shaders
SDL_RenderTexture(renderer, backBuffer, nullptr, nullptr);
static int fallbackCount = 0;
if (fallbackCount++ < 3) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Failed to get Metal command encoder - fallback rendering");
}
}
SDL_RenderPresent(renderer);
}
void renderWithPostProcessing(SDL_Renderer* renderer, SDL_Texture* sourceTexture) {
if (!renderer || !sourceTexture || !device || !pipelineState) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Metal post-processing failed: missing components");
// Fallback: render normally without shaders
SDL_SetRenderTarget(renderer, nullptr);
SDL_RenderTexture(renderer, sourceTexture, nullptr, nullptr);
SDL_RenderPresent(renderer);
return;
}
// Use our stored Metal texture if available
id<MTLTexture> metalTexture = gameCanvasTexture;
if (!metalTexture) {
static int fallbackLogCount = 0;
if (fallbackLogCount++ < 3) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "gameCanvasTexture not available - falling back to normal rendering (attempt %d)", fallbackLogCount);
}
// Fallback: render normally without shaders
SDL_SetRenderTarget(renderer, nullptr);
SDL_RenderTexture(renderer, sourceTexture, nullptr, nullptr);
SDL_RenderPresent(renderer);
return;
}
// Apply Metal CRT shader post-processing: sourceTexture → screen
SDL_SetRenderTarget(renderer, nullptr);
// Get Metal command encoder to render directly to screen
void* encoder_ptr = SDL_GetRenderMetalCommandEncoder(renderer);
if (encoder_ptr) {
id<MTLRenderCommandEncoder> encoder = (__bridge id<MTLRenderCommandEncoder>)encoder_ptr;
static int debugCount = 0;
if (debugCount++ < 3) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Metal post-processing attempt %d: encoder=%p, pipeline=%p, texture=%p",
debugCount, encoder, pipelineState, metalTexture);
}
// Apply CRT shader effect to sourceTexture
[encoder setRenderPipelineState:pipelineState];
[encoder setVertexBuffer:vertexBuffer offset:0 atIndex:0];
[encoder setFragmentTexture:metalTexture atIndex:0];
[encoder setFragmentSamplerState:sampler atIndex:0];
// Draw fullscreen quad with CRT effect directly to screen
[encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
static int successCount = 0;
if (successCount++ < 3) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Applied CRT post-processing (attempt %d) - texture size: %lux%lu",
successCount, [metalTexture width], [metalTexture height]);
}
} else {
// Fallback: render normally without shaders
SDL_RenderTexture(renderer, sourceTexture, nullptr, nullptr);
static int fallbackCount = 0;
if (fallbackCount++ < 3) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Failed to get Metal command encoder for post-processing - fallback rendering");
}
}
SDL_RenderPresent(renderer);
}
void cleanupMetal() {
// Release Metal objects (ARC handles most of this automatically)
pipelineState = nullptr;
backBufferTexture = nullptr;
gameCanvasTexture = nullptr;
vertexBuffer = nullptr;
sampler = nullptr;
device = nullptr;
renderer = nullptr;
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Metal shader system cleaned up");
}
} // namespace metal
} // namespace shader
#endif // __APPLE__

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@@ -44,8 +44,21 @@ Screen::Screen()
initSDLVideo();
// Crea la textura de destino
#ifdef __APPLE__
const auto render_name = SDL_GetRendererName(renderer_);
if (render_name && !strncmp(render_name, "metal", 5)) {
// Usar nuestra propia Metal texture como render target
game_canvas_ = shader::metal::createMetalRenderTarget(renderer_, param.game.width, param.game.height);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Using custom Metal render target for game_canvas_");
} else {
// Fallback para otros renderers
game_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
SDL_SetTextureScaleMode(game_canvas_, SDL_SCALEMODE_NEAREST);
}
#else
game_canvas_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height);
SDL_SetTextureScaleMode(game_canvas_, SDL_SCALEMODE_NEAREST);
#endif
// Crea el objeto de texto
createText();
@@ -99,7 +112,18 @@ void Screen::renderPresent() {
clean();
if (Options::video.shaders) {
#ifdef __APPLE__
const auto render_name = SDL_GetRendererName(renderer_);
if (render_name && !strncmp(render_name, "metal", 5)) {
// Use Metal post-processing with our custom render target
shader::metal::renderWithPostProcessing(renderer_, game_canvas_);
} else {
// Fallback to standard shader system for non-Metal renderers
shader::render();
}
#else
shader::render();
#endif
} else {
SDL_RenderTexture(renderer_, game_canvas_, nullptr, nullptr);
SDL_RenderPresent(renderer_);
@@ -296,17 +320,29 @@ auto Screen::initSDLVideo() -> bool {
// Obtener información de la pantalla
getDisplayInfo();
#ifdef __APPLE__
// Configurar hint para Metal
if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal")) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Warning: Failed to set Metal hint!");
}
// Configurar flags para la creación de la ventana
SDL_WindowFlags window_flags = SDL_WINDOW_METAL;
#else // NOT APPLE
// Configurar hint para OpenGL
if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl")) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Warning: Failed to set OpenGL hint!");
}
// Crear ventana
// Configurar flags para la creación de la ventana
SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL;
#endif
// Configurar flags para la creación de la ventana
if (Options::video.fullscreen) {
window_flags |= SDL_WINDOW_FULLSCREEN;
}
// Crear ventana
window_ = SDL_CreateWindow(
Options::window.caption.c_str(),
param.game.width * Options::window.zoom,