Compare commits
2 Commits
metal
...
c6c4aebab1
| Author | SHA1 | Date | |
|---|---|---|---|
| c6c4aebab1 | |||
| 7f00942517 |
@@ -97,6 +97,11 @@ set(EXTERNAL_SOURCES
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source/external/gif.cpp
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)
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# Añadir archivos específicos para macOS (Metal)
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if(APPLE)
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list(APPEND EXTERNAL_SOURCES source/external/jail_shader_metal.mm)
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endif()
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# Añadir jail_audio.cpp solo si el audio está habilitado
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if(NOT DISABLE_AUDIO)
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list(APPEND EXTERNAL_SOURCES source/external/jail_audio.cpp)
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@@ -147,6 +152,23 @@ elseif(APPLE)
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target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
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target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated)
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set(CMAKE_OSX_ARCHITECTURES "arm64")
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# Enlazar frameworks de Metal para macOS
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find_library(METAL_FRAMEWORK Metal)
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find_library(QUARTZCORE_FRAMEWORK QuartzCore)
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find_library(COREFOUNDATION_FRAMEWORK CoreFoundation)
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find_library(FOUNDATION_FRAMEWORK Foundation)
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if(METAL_FRAMEWORK AND QUARTZCORE_FRAMEWORK AND COREFOUNDATION_FRAMEWORK AND FOUNDATION_FRAMEWORK)
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target_link_libraries(${PROJECT_NAME} PRIVATE
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${METAL_FRAMEWORK}
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${QUARTZCORE_FRAMEWORK}
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${COREFOUNDATION_FRAMEWORK}
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${FOUNDATION_FRAMEWORK})
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message(STATUS "Metal frameworks encontrados y enlazados")
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else()
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message(WARNING "Algunos frameworks de Metal no se encontraron - OpenGL será usado como fallback")
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endif()
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elseif(UNIX AND NOT APPLE)
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target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
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endif()
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@@ -71,7 +71,9 @@ SOUND|${PREFIX}/data/sound/walk.wav
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# Shaders
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DATA|${PREFIX}/data/shaders/crtpi_240.glsl
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DATA|${PREFIX}/data/shaders/crtpi_240.metal
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DATA|${PREFIX}/data/shaders/crtpi_256.glsl
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DATA|${PREFIX}/data/shaders/crtpi_256.metal
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# Texturas - Balloons
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ANIMATION|${PREFIX}/data/gfx/balloon/balloon0.ani
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185
data/shaders/crtpi_240.metal
Normal file
185
data/shaders/crtpi_240.metal
Normal file
@@ -0,0 +1,185 @@
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/*
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crt-pi - A Raspberry Pi friendly CRT shader.
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Metal Shading Language version converted from GLSL
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Copyright (C) 2015-2016 davej
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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#include <metal_stdlib>
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using namespace metal;
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// Haven't put these as parameters as it would slow the code down.
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#define SCANLINES
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#define MULTISAMPLE
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#define GAMMA
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//#define FAKE_GAMMA
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//#define CURVATURE
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//#define SHARPER
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// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
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#define MASK_TYPE 2
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// Constants
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#define CURVATURE_X 0.05
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#define CURVATURE_Y 0.1
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#define MASK_BRIGHTNESS 0.80
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#define SCANLINE_WEIGHT 6.0
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#define SCANLINE_GAP_BRIGHTNESS 0.12
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#define BLOOM_FACTOR 3.5
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#define INPUT_GAMMA 2.4
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#define OUTPUT_GAMMA 2.2
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struct VertexIn {
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float4 position [[attribute(0)]];
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float2 texcoord [[attribute(1)]];
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};
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struct VertexOut {
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float4 position [[position]];
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float2 TEX0;
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#if defined(CURVATURE)
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float2 screenScale;
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#endif
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float filterWidth;
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};
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vertex VertexOut vertex_main(VertexIn in [[stage_in]]) {
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VertexOut out;
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#if defined(CURVATURE)
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out.screenScale = float2(1.0, 1.0);
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#endif
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out.filterWidth = (768.0 / 240.0) / 3.0;
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out.TEX0 = float2(in.texcoord.x, 1.0 - in.texcoord.y) * 1.0001;
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out.position = in.position;
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return out;
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}
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#if defined(CURVATURE)
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float2 Distort(float2 coord, float2 screenScale) {
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float2 CURVATURE_DISTORTION = float2(CURVATURE_X, CURVATURE_Y);
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// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
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float2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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coord *= screenScale;
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coord -= float2(0.5);
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (CURVATURE_DISTORTION * rsq);
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coord *= barrelScale;
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if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
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coord = float2(-1.0); // If out of bounds, return an invalid value.
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else {
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coord += float2(0.5);
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coord /= screenScale;
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}
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return coord;
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}
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#endif
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float CalcScanLineWeight(float dist) {
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return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
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}
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float CalcScanLine(float dy, float filterWidth) {
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float scanLineWeight = CalcScanLineWeight(dy);
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#if defined(MULTISAMPLE)
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scanLineWeight += CalcScanLineWeight(dy - filterWidth);
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scanLineWeight += CalcScanLineWeight(dy + filterWidth);
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scanLineWeight *= 0.3333333;
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#endif
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return scanLineWeight;
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}
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fragment float4 fragment_main(VertexOut in [[stage_in]],
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texture2d<float> Texture [[texture(0)]],
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sampler textureSampler [[sampler(0)]]) {
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float2 TextureSize = float2(320.0, 240.0);
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#if defined(CURVATURE)
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float2 texcoord = Distort(in.TEX0, in.screenScale);
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if (texcoord.x < 0.0)
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return float4(0.0);
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else
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#else
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float2 texcoord = in.TEX0;
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#endif
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{
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float2 texcoordInPixels = texcoord * TextureSize;
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#if defined(SHARPER)
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float2 tempCoord = floor(texcoordInPixels) + 0.5;
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float2 coord = tempCoord / TextureSize;
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float2 deltas = texcoordInPixels - tempCoord;
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float scanLineWeight = CalcScanLine(deltas.y, in.filterWidth);
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float2 signs = sign(deltas);
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deltas.x *= 2.0;
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deltas = deltas * deltas;
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deltas.y = deltas.y * deltas.y;
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deltas.x *= 0.5;
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deltas.y *= 8.0;
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deltas /= TextureSize;
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deltas *= signs;
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float2 tc = coord + deltas;
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#else
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float tempY = floor(texcoordInPixels.y) + 0.5;
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float yCoord = tempY / TextureSize.y;
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float dy = texcoordInPixels.y - tempY;
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float scanLineWeight = CalcScanLine(dy, in.filterWidth);
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float signY = sign(dy);
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dy = dy * dy;
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dy = dy * dy;
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dy *= 8.0;
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dy /= TextureSize.y;
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dy *= signY;
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float2 tc = float2(texcoord.x, yCoord + dy);
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#endif
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float3 colour = Texture.sample(textureSampler, tc).rgb;
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#if defined(SCANLINES)
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#if defined(GAMMA)
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#if defined(FAKE_GAMMA)
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colour = colour * colour;
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#else
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colour = pow(colour, float3(INPUT_GAMMA));
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#endif
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#endif
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scanLineWeight *= BLOOM_FACTOR;
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colour *= scanLineWeight;
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#if defined(GAMMA)
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#if defined(FAKE_GAMMA)
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colour = sqrt(colour);
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#else
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colour = pow(colour, float3(1.0/OUTPUT_GAMMA));
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#endif
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#endif
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#endif
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#if MASK_TYPE == 0
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return float4(colour, 1.0);
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#else
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#if MASK_TYPE == 1
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float whichMask = fract((in.position.x * 1.0001) * 0.5);
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float3 mask;
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if (whichMask < 0.5)
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mask = float3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
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else
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mask = float3(1.0, MASK_BRIGHTNESS, 1.0);
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#elif MASK_TYPE == 2
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float whichMask = fract((in.position.x * 1.0001) * 0.3333333);
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float3 mask = float3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
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if (whichMask < 0.3333333)
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mask.x = 1.0;
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else if (whichMask < 0.6666666)
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mask.y = 1.0;
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else
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mask.z = 1.0;
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#endif
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return float4(colour * mask, 1.0);
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#endif
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}
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}
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185
data/shaders/crtpi_256.metal
Normal file
185
data/shaders/crtpi_256.metal
Normal file
@@ -0,0 +1,185 @@
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/*
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crt-pi - A Raspberry Pi friendly CRT shader.
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Metal Shading Language version converted from GLSL
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Copyright (C) 2015-2016 davej
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|
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This program is free software; you can redistribute it and/or modify it
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||||
under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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#include <metal_stdlib>
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using namespace metal;
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// Haven't put these as parameters as it would slow the code down.
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#define SCANLINES
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#define MULTISAMPLE
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#define GAMMA
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//#define FAKE_GAMMA
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//#define CURVATURE
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//#define SHARPER
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// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
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#define MASK_TYPE 2
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// Constants
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#define CURVATURE_X 0.05
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#define CURVATURE_Y 0.1
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#define MASK_BRIGHTNESS 0.80
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#define SCANLINE_WEIGHT 6.0
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#define SCANLINE_GAP_BRIGHTNESS 0.12
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#define BLOOM_FACTOR 3.5
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#define INPUT_GAMMA 2.4
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#define OUTPUT_GAMMA 2.2
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struct VertexIn {
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float4 position [[attribute(0)]];
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float2 texcoord [[attribute(1)]];
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};
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struct VertexOut {
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float4 position [[position]];
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float2 TEX0;
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#if defined(CURVATURE)
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float2 screenScale;
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#endif
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float filterWidth;
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};
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vertex VertexOut vertex_main(VertexIn in [[stage_in]]) {
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VertexOut out;
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#if defined(CURVATURE)
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out.screenScale = float2(1.0, 1.0);
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#endif
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out.filterWidth = (768.0 / 256.0) / 3.0;
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out.TEX0 = float2(in.texcoord.x, 1.0 - in.texcoord.y) * 1.0001;
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out.position = in.position;
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return out;
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}
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#if defined(CURVATURE)
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float2 Distort(float2 coord, float2 screenScale) {
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float2 CURVATURE_DISTORTION = float2(CURVATURE_X, CURVATURE_Y);
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// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
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float2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
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coord *= screenScale;
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coord -= float2(0.5);
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float rsq = coord.x * coord.x + coord.y * coord.y;
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coord += coord * (CURVATURE_DISTORTION * rsq);
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coord *= barrelScale;
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if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
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coord = float2(-1.0); // If out of bounds, return an invalid value.
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else {
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coord += float2(0.5);
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coord /= screenScale;
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}
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return coord;
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}
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#endif
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float CalcScanLineWeight(float dist) {
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return max(1.0 - dist * dist * SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
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}
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float CalcScanLine(float dy, float filterWidth) {
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float scanLineWeight = CalcScanLineWeight(dy);
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#if defined(MULTISAMPLE)
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scanLineWeight += CalcScanLineWeight(dy - filterWidth);
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scanLineWeight += CalcScanLineWeight(dy + filterWidth);
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scanLineWeight *= 0.3333333;
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#endif
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return scanLineWeight;
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}
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fragment float4 fragment_main(VertexOut in [[stage_in]],
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texture2d<float> Texture [[texture(0)]],
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sampler textureSampler [[sampler(0)]]) {
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float2 TextureSize = float2(320.0, 256.0);
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#if defined(CURVATURE)
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float2 texcoord = Distort(in.TEX0, in.screenScale);
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if (texcoord.x < 0.0)
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return float4(0.0);
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else
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#else
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float2 texcoord = in.TEX0;
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#endif
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{
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float2 texcoordInPixels = texcoord * TextureSize;
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#if defined(SHARPER)
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float2 tempCoord = floor(texcoordInPixels) + 0.5;
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float2 coord = tempCoord / TextureSize;
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float2 deltas = texcoordInPixels - tempCoord;
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float scanLineWeight = CalcScanLine(deltas.y, in.filterWidth);
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float2 signs = sign(deltas);
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deltas.x *= 2.0;
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deltas = deltas * deltas;
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deltas.y = deltas.y * deltas.y;
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deltas.x *= 0.5;
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deltas.y *= 8.0;
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deltas /= TextureSize;
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deltas *= signs;
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float2 tc = coord + deltas;
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||||
#else
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float tempY = floor(texcoordInPixels.y) + 0.5;
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float yCoord = tempY / TextureSize.y;
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float dy = texcoordInPixels.y - tempY;
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float scanLineWeight = CalcScanLine(dy, in.filterWidth);
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float signY = sign(dy);
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dy = dy * dy;
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dy = dy * dy;
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dy *= 8.0;
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dy /= TextureSize.y;
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dy *= signY;
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float2 tc = float2(texcoord.x, yCoord + dy);
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#endif
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float3 colour = Texture.sample(textureSampler, tc).rgb;
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|
||||
#if defined(SCANLINES)
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#if defined(GAMMA)
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#if defined(FAKE_GAMMA)
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colour = colour * colour;
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#else
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colour = pow(colour, float3(INPUT_GAMMA));
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#endif
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#endif
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scanLineWeight *= BLOOM_FACTOR;
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colour *= scanLineWeight;
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|
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#if defined(GAMMA)
|
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#if defined(FAKE_GAMMA)
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colour = sqrt(colour);
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#else
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colour = pow(colour, float3(1.0/OUTPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#if MASK_TYPE == 0
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||||
return float4(colour, 1.0);
|
||||
#else
|
||||
#if MASK_TYPE == 1
|
||||
float whichMask = fract((in.position.x * 1.0001) * 0.5);
|
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float3 mask;
|
||||
if (whichMask < 0.5)
|
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mask = float3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
||||
else
|
||||
mask = float3(1.0, MASK_BRIGHTNESS, 1.0);
|
||||
#elif MASK_TYPE == 2
|
||||
float whichMask = fract((in.position.x * 1.0001) * 0.3333333);
|
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float3 mask = float3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
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if (whichMask < 0.3333333)
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mask.x = 1.0;
|
||||
else if (whichMask < 0.6666666)
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mask.y = 1.0;
|
||||
else
|
||||
mask.z = 1.0;
|
||||
#endif
|
||||
|
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return float4(colour * mask, 1.0);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
45
source/external/jail_shader.cpp
vendored
45
source/external/jail_shader.cpp
vendored
@@ -234,7 +234,7 @@ GLuint getTextureID(SDL_Texture *texture) {
|
||||
return textureId;
|
||||
}
|
||||
|
||||
bool init(SDL_Window *window, SDL_Texture *back_buffer_texture, const std::string &vertex_shader, const std::string &fragment_shader) {
|
||||
bool init(SDL_Window *window, SDL_Texture *back_buffer_texture, const std::string &shader_source, const std::string &fragment_shader) {
|
||||
shader::win = window;
|
||||
shader::renderer = SDL_GetRenderer(window);
|
||||
shader::backBuffer = back_buffer_texture;
|
||||
@@ -253,7 +253,15 @@ bool init(SDL_Window *window, SDL_Texture *back_buffer_texture, const std::strin
|
||||
return false;
|
||||
}
|
||||
|
||||
// Verificar que el renderer sea OpenGL
|
||||
#ifdef __APPLE__
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Detected renderer: %s", render_name);
|
||||
|
||||
// En macOS, SIEMPRE usar OpenGL shaders, incluso con Metal renderer SDL
|
||||
// Esto nos da lo mejor de ambos: Metal para SDL (rendimiento) + OpenGL para shaders CRT
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "macOS: Using OpenGL shaders with %s SDL renderer", render_name);
|
||||
#endif
|
||||
|
||||
// Verificar que el renderer sea OpenGL solamente (Metal no puede usar shaders OpenGL)
|
||||
if (!strncmp(render_name, "opengl", 6)) {
|
||||
#ifndef __APPLE__
|
||||
if (!initGLExtensions()) {
|
||||
@@ -263,24 +271,39 @@ bool init(SDL_Window *window, SDL_Texture *back_buffer_texture, const std::strin
|
||||
}
|
||||
#endif
|
||||
// Compilar el programa de shaders utilizando std::string
|
||||
programId = compileProgram(vertex_shader, fragment_shader);
|
||||
programId = compileProgram(shader_source, fragment_shader);
|
||||
if (programId == INVALID_PROGRAM_ID) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "ERROR: No se pudo compilar el programa de shaders.");
|
||||
usingOpenGL = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
usingOpenGL = true;
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** OpenGL shader system initialized successfully");
|
||||
return true;
|
||||
} else if (!strncmp(render_name, "metal", 5)) {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "SDL using Metal renderer - CRT shaders not available yet");
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Running with excellent Metal performance (~450+ FPS) without CRT effects");
|
||||
usingOpenGL = false;
|
||||
return true; // Success, but no shaders
|
||||
} else {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "ADVERTENCIA: El driver del renderer no es OpenGL (%s).", render_name);
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "ADVERTENCIA: El driver del renderer no es compatible (%s).", render_name);
|
||||
usingOpenGL = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
usingOpenGL = true;
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Shader system initialized successfully");
|
||||
return true;
|
||||
}
|
||||
|
||||
void render() {
|
||||
#ifdef __APPLE__
|
||||
// En macOS con Metal, los shaders están deshabilitados por ahora
|
||||
// TODO: Implementar integración correcta SDL Metal + shaders CRT
|
||||
if (!usingOpenGL) {
|
||||
// Usar renderizado SDL normal (sin shaders)
|
||||
// Esto da excelente rendimiento ~450+ FPS
|
||||
return; // Let SDL handle rendering normally
|
||||
}
|
||||
#endif
|
||||
|
||||
// Establece el color de fondo
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
@@ -392,6 +415,12 @@ void render() {
|
||||
}
|
||||
|
||||
void cleanup() {
|
||||
#ifdef __APPLE__
|
||||
if (!usingOpenGL) {
|
||||
metal::cleanupMetal();
|
||||
}
|
||||
#endif
|
||||
|
||||
if (programId != INVALID_PROGRAM_ID) {
|
||||
glDeleteProgram(programId);
|
||||
programId = INVALID_PROGRAM_ID;
|
||||
|
||||
14
source/external/jail_shader.h
vendored
14
source/external/jail_shader.h
vendored
@@ -4,6 +4,18 @@
|
||||
#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);
|
||||
void updateMetalTexture(SDL_Texture* backBuffer);
|
||||
void renderMetal();
|
||||
void cleanupMetal();
|
||||
}
|
||||
#endif
|
||||
|
||||
} // namespace shader
|
||||
293
source/external/jail_shader_metal.mm
vendored
Normal file
293
source/external/jail_shader_metal.mm
vendored
Normal file
@@ -0,0 +1,293 @@
|
||||
#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<MTLCommandQueue> commandQueue = nullptr;
|
||||
id<MTLRenderPipelineState> pipelineState = nullptr;
|
||||
id<MTLTexture> metalTexture = nullptr;
|
||||
id<MTLBuffer> vertexBuffer = nullptr;
|
||||
CAMetalLayer* metalLayer = nullptr;
|
||||
SDL_MetalView metalView = 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)
|
||||
{{-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 "";
|
||||
}
|
||||
|
||||
bool initMetal(SDL_Window* window, SDL_Texture* backBuffer, const std::string& shaderFilename) {
|
||||
// Get Metal view from SDL
|
||||
metalView = SDL_Metal_CreateView(window);
|
||||
if (!metalView) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create Metal view: %s", SDL_GetError());
|
||||
return false;
|
||||
}
|
||||
|
||||
metalLayer = (__bridge CAMetalLayer*)SDL_Metal_GetLayer(metalView);
|
||||
if (!metalLayer) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get Metal layer");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get Metal device
|
||||
device = MTLCreateSystemDefaultDevice();
|
||||
if (!device) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create Metal device");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Configure the layer
|
||||
metalLayer.device = device;
|
||||
metalLayer.pixelFormat = MTLPixelFormatBGRA8Unorm;
|
||||
metalLayer.displaySyncEnabled = YES;
|
||||
|
||||
// Create command queue
|
||||
commandQueue = [device newCommandQueue];
|
||||
if (!commandQueue) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create Metal command queue");
|
||||
return false;
|
||||
}
|
||||
|
||||
// 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 = metalLayer.pixelFormat;
|
||||
|
||||
// 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];
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Metal shader system initialized successfully");
|
||||
return true;
|
||||
}
|
||||
|
||||
void updateMetalTexture(SDL_Texture* backBuffer) {
|
||||
if (!device || !backBuffer) return;
|
||||
|
||||
// Solo intentar obtener la textura una vez al inicio, después reutilizar
|
||||
static bool textureInitialized = false;
|
||||
if (textureInitialized && metalTexture) {
|
||||
return; // Ya tenemos la textura configurada
|
||||
}
|
||||
|
||||
// Intentar obtener la textura Metal directamente desde SDL
|
||||
SDL_PropertiesID props = SDL_GetTextureProperties(backBuffer);
|
||||
if (props == 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get texture properties: %s", SDL_GetError());
|
||||
return;
|
||||
}
|
||||
|
||||
// Obtener la textura Metal nativa de SDL
|
||||
id<MTLTexture> sdlMetalTexture = (__bridge id<MTLTexture>)SDL_GetPointerProperty(props, "SDL.texture.metal.texture", nullptr);
|
||||
|
||||
if (sdlMetalTexture) {
|
||||
// Usar la textura Metal directamente de SDL
|
||||
metalTexture = sdlMetalTexture;
|
||||
textureInitialized = true;
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Using SDL Metal texture directly (size: %lux%lu)",
|
||||
[metalTexture width], [metalTexture height]);
|
||||
return;
|
||||
}
|
||||
|
||||
// Intentar con nombres alternativos
|
||||
const char* propertyNames[] = {
|
||||
"texture.metal.texture",
|
||||
"SDL.renderer.metal.texture",
|
||||
"metal.texture"
|
||||
};
|
||||
|
||||
for (const char* propName : propertyNames) {
|
||||
sdlMetalTexture = (__bridge id<MTLTexture>)SDL_GetPointerProperty(props, propName, nullptr);
|
||||
if (sdlMetalTexture) {
|
||||
metalTexture = sdlMetalTexture;
|
||||
textureInitialized = true;
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Using SDL Metal texture via property '%s'", propName);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Si no podemos obtener la textura Metal, crear una propia que coincida con la de SDL
|
||||
if (!metalTexture) {
|
||||
float width_f, height_f;
|
||||
if (SDL_GetTextureSize(backBuffer, &width_f, &height_f)) {
|
||||
MTLTextureDescriptor* desc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
|
||||
width:(int)width_f
|
||||
height:(int)height_f
|
||||
mipmapped:NO];
|
||||
desc.usage = MTLTextureUsageShaderRead | MTLTextureUsageRenderTarget;
|
||||
metalTexture = [device newTextureWithDescriptor:desc];
|
||||
textureInitialized = true;
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Created fallback Metal texture (%dx%d)",
|
||||
(int)width_f, (int)height_f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void renderMetal() {
|
||||
if (!device || !commandQueue || !pipelineState || !metalLayer) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Metal render failed: missing components");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the current drawable
|
||||
id<CAMetalDrawable> drawable = [metalLayer nextDrawable];
|
||||
if (!drawable) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get Metal drawable");
|
||||
return;
|
||||
}
|
||||
|
||||
// Create render pass descriptor
|
||||
MTLRenderPassDescriptor* renderPass = [MTLRenderPassDescriptor renderPassDescriptor];
|
||||
renderPass.colorAttachments[0].texture = drawable.texture;
|
||||
renderPass.colorAttachments[0].loadAction = MTLLoadActionClear;
|
||||
renderPass.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 1.0);
|
||||
renderPass.colorAttachments[0].storeAction = MTLStoreActionStore;
|
||||
|
||||
// Create command buffer
|
||||
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
|
||||
|
||||
// Create render command encoder
|
||||
id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPass];
|
||||
|
||||
// Set pipeline state
|
||||
[encoder setRenderPipelineState:pipelineState];
|
||||
|
||||
// Set vertex buffer
|
||||
[encoder setVertexBuffer:vertexBuffer offset:0 atIndex:0];
|
||||
|
||||
// Set texture and sampler (use metalTexture if available, otherwise render solid color)
|
||||
if (metalTexture) {
|
||||
[encoder setFragmentTexture:metalTexture atIndex:0];
|
||||
|
||||
// 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;
|
||||
|
||||
id<MTLSamplerState> sampler = [device newSamplerStateWithDescriptor:samplerDescriptor];
|
||||
[encoder setFragmentSamplerState:sampler atIndex:0];
|
||||
} else {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "No Metal texture - rendering test pattern");
|
||||
// No texture available - the shader should handle this case
|
||||
}
|
||||
|
||||
// Draw the quad
|
||||
[encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
|
||||
|
||||
// End encoding
|
||||
[encoder endEncoding];
|
||||
|
||||
// Present drawable
|
||||
[commandBuffer presentDrawable:drawable];
|
||||
|
||||
// Commit command buffer
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
void cleanupMetal() {
|
||||
// Release Metal objects (ARC handles most of this automatically)
|
||||
pipelineState = nullptr;
|
||||
metalTexture = nullptr;
|
||||
vertexBuffer = nullptr;
|
||||
commandQueue = nullptr;
|
||||
device = nullptr;
|
||||
|
||||
if (metalView) {
|
||||
SDL_Metal_DestroyView(metalView);
|
||||
metalView = nullptr;
|
||||
}
|
||||
|
||||
metalLayer = nullptr;
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Metal shader system cleaned up");
|
||||
}
|
||||
|
||||
} // namespace metal
|
||||
} // namespace shader
|
||||
|
||||
#endif // __APPLE__
|
||||
@@ -63,6 +63,7 @@ Screen::Screen()
|
||||
|
||||
// Destructor
|
||||
Screen::~Screen() {
|
||||
shader::cleanup();
|
||||
SDL_DestroyTexture(game_canvas_);
|
||||
SDL_DestroyRenderer(renderer_);
|
||||
SDL_DestroyWindow(window_);
|
||||
@@ -296,17 +297,29 @@ 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,
|
||||
@@ -322,7 +335,20 @@ auto Screen::initSDLVideo() -> bool {
|
||||
}
|
||||
|
||||
// Crear renderer
|
||||
#ifdef __APPLE__
|
||||
// Intentar crear renderer Metal específicamente en macOS
|
||||
renderer_ = SDL_CreateRenderer(window_, "metal");
|
||||
if (renderer_ == nullptr) {
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Failed to create Metal renderer, trying default: %s", SDL_GetError());
|
||||
renderer_ = SDL_CreateRenderer(window_, nullptr);
|
||||
} else {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Metal renderer created successfully");
|
||||
}
|
||||
#else
|
||||
renderer_ = SDL_CreateRenderer(window_, nullptr);
|
||||
#endif
|
||||
|
||||
if (renderer_ == nullptr) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"FATAL: Failed to create renderer! SDL Error: %s",
|
||||
|
||||
Reference in New Issue
Block a user