#include "rendering/sdl3gpu/sdl3gpu_shader.hpp" #include #include // std::min, std::max, std::floor #include // std::floor #include // memcpy, strlen #ifndef __APPLE__ #include "rendering/sdl3gpu/postfx_frag_spv.h" #include "rendering/sdl3gpu/postfx_vert_spv.h" #endif #ifdef __APPLE__ // ============================================================================ // MSL shaders (Metal Shading Language) — macOS // ============================================================================ // NOLINTBEGIN(readability-identifier-naming) static const char* POSTFX_VERT_MSL = R"( #include using namespace metal; struct PostVOut { float4 pos [[position]]; float2 uv; }; vertex PostVOut postfx_vs(uint vid [[vertex_id]]) { const float2 positions[3] = { {-1.0, -1.0}, {3.0, -1.0}, {-1.0, 3.0} }; const float2 uvs[3] = { { 0.0, 1.0}, {2.0, 1.0}, { 0.0,-1.0} }; PostVOut out; out.pos = float4(positions[vid], 0.0, 1.0); out.uv = uvs[vid]; return out; } )"; static const char* POSTFX_FRAG_MSL = R"( #include using namespace metal; struct PostVOut { float4 pos [[position]]; float2 uv; }; struct PostFXUniforms { float vignette_strength; float chroma_strength; float scanline_strength; float screen_height; float mask_strength; float gamma_strength; float curvature; float bleeding; float pixel_scale; float time; float oversample; // 1.0 = sin SS, 3.0 = 3× supersampling float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz }; // YCbCr helpers for NTSC bleeding static float3 rgb_to_ycc(float3 rgb) { return float3( 0.299f*rgb.r + 0.587f*rgb.g + 0.114f*rgb.b, -0.169f*rgb.r - 0.331f*rgb.g + 0.500f*rgb.b + 0.5f, 0.500f*rgb.r - 0.419f*rgb.g - 0.081f*rgb.b + 0.5f ); } static float3 ycc_to_rgb(float3 ycc) { float y = ycc.x; float cb = ycc.y - 0.5f; float cr = ycc.z - 0.5f; return clamp(float3( y + 1.402f*cr, y - 0.344f*cb - 0.714f*cr, y + 1.772f*cb ), 0.0f, 1.0f); } fragment float4 postfx_fs(PostVOut in [[stage_in]], texture2d scene [[texture(0)]], sampler samp [[sampler(0)]], constant PostFXUniforms& u [[buffer(0)]]) { float2 uv = in.uv; // Curvatura barrel CRT if (u.curvature > 0.0f) { float2 c = uv - 0.5f; float rsq = dot(c, c); float2 dist = float2(0.05f, 0.1f) * u.curvature; float2 barrelScale = 1.0f - 0.23f * dist; c += c * (dist * rsq); c *= barrelScale; if (abs(c.x) >= 0.5f || abs(c.y) >= 0.5f) { return float4(0.0f, 0.0f, 0.0f, 1.0f); } uv = c + 0.5f; } // Muestra base float3 base = scene.sample(samp, uv).rgb; // Sangrado NTSC — difuminado horizontal de crominancia. // step = 1 pixel de juego en espacio UV (corrige SS: scene.get_width() = game_w * oversample). float3 colour; if (u.bleeding > 0.0f) { float tw = float(scene.get_width()); float step = u.oversample / tw; // 1 pixel lógico en UV float3 ycc = rgb_to_ycc(base); float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f*step, 0.0f)).rgb); float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f*step, 0.0f)).rgb); float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f*step, 0.0f)).rgb); float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f*step, 0.0f)).rgb); ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0f + ycc.yz*2.0f + ycc_r1.yz*2.0f + ycc_r2.yz) / 8.0f; colour = mix(base, ycc_to_rgb(ycc), u.bleeding); } else { colour = base; } // Aberración cromática (drift animado con time para efecto NTSC real) float ca = u.chroma_strength * 0.005f * (1.0f + 0.15f * sin(u.time * 7.3f)); colour.r = scene.sample(samp, uv + float2(ca, 0.0f)).r; colour.b = scene.sample(samp, uv - float2(ca, 0.0f)).b; // Corrección gamma (linealizar antes de scanlines, codificar después) if (u.gamma_strength > 0.0f) { float3 lin = pow(colour, float3(2.4f)); colour = mix(colour, lin, u.gamma_strength); } // Scanlines — 1 pixel físico oscuro por fila lógica. // Usa uv.y (independiente del offset de letterbox) con pixel_scale para // calcular la posición dentro de la fila en coordenadas físicas. // 3x: 1 dark + 2 bright. 4x: 1 dark + 3 bright. // bright=3.5×, dark floor=0.42 (mantiene aspecto CRT original). if (u.scanline_strength > 0.0f) { float ps = max(1.0f, round(u.pixel_scale)); float frac_in_row = fract(uv.y * u.screen_height); float row_pos = floor(frac_in_row * ps); float is_dark = step(ps - 1.0f, row_pos); float scan = mix(3.5f, 0.42f, is_dark); colour *= mix(1.0f, scan, u.scanline_strength); } if (u.gamma_strength > 0.0f) { float3 enc = pow(colour, float3(1.0f/2.2f)); colour = mix(colour, enc, u.gamma_strength); } // Viñeta float2 d = uv - 0.5f; float vignette = 1.0f - dot(d, d) * u.vignette_strength; colour *= clamp(vignette, 0.0f, 1.0f); // Máscara de fósforo RGB — después de scanlines (orden original): // filas brillantes saturadas → máscara invisible, filas oscuras → RGB visible. if (u.mask_strength > 0.0f) { float whichMask = fract(in.pos.x * 0.3333333f); float3 mask = float3(0.80f); if (whichMask < 0.3333333f) mask.x = 1.0f; else if (whichMask < 0.6666667f) mask.y = 1.0f; else mask.z = 1.0f; colour = mix(colour, colour * mask, u.mask_strength); } // Parpadeo de fósforo CRT (~50 Hz) if (u.flicker > 0.0f) { float flicker_wave = sin(u.time * 100.0f) * 0.5f + 0.5f; colour *= 1.0f - u.flicker * 0.04f * flicker_wave; } return float4(colour, 1.0f); } )"; // NOLINTEND(readability-identifier-naming) #endif // __APPLE__ namespace Rendering { // --------------------------------------------------------------------------- // Destructor // --------------------------------------------------------------------------- SDL3GPUShader::~SDL3GPUShader() { destroy(); } // --------------------------------------------------------------------------- // init // --------------------------------------------------------------------------- auto SDL3GPUShader::init(SDL_Window* window, SDL_Texture* texture, const std::string& /*vertex_source*/, const std::string& /*fragment_source*/) -> bool { // Si ya estaba inicializado (p.ej. al cambiar borde), liberar recursos // de textura/pipeline pero mantener el device vivo para evitar conflictos // con SDL_Renderer en Windows/Vulkan. if (is_initialized_) { cleanup(); } window_ = window; // Dimensions from the SDL_Texture placeholder float fw = 0.0F; float fh = 0.0F; SDL_GetTextureSize(texture, &fw, &fh); game_width_ = static_cast(fw); game_height_ = static_cast(fh); tex_width_ = game_width_ * oversample_; tex_height_ = game_height_ * oversample_; uniforms_.screen_height = static_cast(tex_height_); // Altura de la textura GPU uniforms_.oversample = static_cast(oversample_); // ---------------------------------------------------------------- // 1. Create GPU device (solo si no existe ya) // ---------------------------------------------------------------- if (device_ == nullptr) { #ifdef __APPLE__ const SDL_GPUShaderFormat PREFERRED = SDL_GPU_SHADERFORMAT_MSL | SDL_GPU_SHADERFORMAT_METALLIB; #else const SDL_GPUShaderFormat PREFERRED = SDL_GPU_SHADERFORMAT_SPIRV; #endif device_ = SDL_CreateGPUDevice(PREFERRED, false, nullptr); if (device_ == nullptr) { SDL_Log("SDL3GPUShader: SDL_CreateGPUDevice failed: %s", SDL_GetError()); return false; } SDL_Log("SDL3GPUShader: driver = %s", SDL_GetGPUDeviceDriver(device_)); // ---------------------------------------------------------------- // 2. Claim window (una sola vez — no liberar hasta destroy()) // ---------------------------------------------------------------- if (!SDL_ClaimWindowForGPUDevice(device_, window_)) { SDL_Log("SDL3GPUShader: SDL_ClaimWindowForGPUDevice failed: %s", SDL_GetError()); SDL_DestroyGPUDevice(device_); device_ = nullptr; return false; } SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, vsync_ ? SDL_GPU_PRESENTMODE_VSYNC : SDL_GPU_PRESENTMODE_IMMEDIATE); } // ---------------------------------------------------------------- // 3. Create scene texture (upload target + sampler source) // Format: B8G8R8A8_UNORM matches SDL ARGB8888 byte layout on LE // ---------------------------------------------------------------- SDL_GPUTextureCreateInfo tex_info = {}; tex_info.type = SDL_GPU_TEXTURETYPE_2D; tex_info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM; tex_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER; tex_info.width = static_cast(tex_width_); tex_info.height = static_cast(tex_height_); tex_info.layer_count_or_depth = 1; 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()); cleanup(); return false; } // ---------------------------------------------------------------- // 4. Create upload transfer buffer (CPU → GPU, size = w*h*4 bytes) // ---------------------------------------------------------------- SDL_GPUTransferBufferCreateInfo tb_info = {}; tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; tb_info.size = static_cast(tex_width_ * tex_height_ * 4); upload_buffer_ = SDL_CreateGPUTransferBuffer(device_, &tb_info); if (upload_buffer_ == nullptr) { SDL_Log("SDL3GPUShader: failed to create upload buffer: %s", SDL_GetError()); cleanup(); return false; } // ---------------------------------------------------------------- // 5. Create samplers: NEAREST (pixel art) + LINEAR (supersampling) // ---------------------------------------------------------------- SDL_GPUSamplerCreateInfo samp_info = {}; samp_info.min_filter = SDL_GPU_FILTER_NEAREST; samp_info.mag_filter = SDL_GPU_FILTER_NEAREST; samp_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST; samp_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; samp_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; 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()); cleanup(); return false; } SDL_GPUSamplerCreateInfo lsamp_info = {}; lsamp_info.min_filter = SDL_GPU_FILTER_LINEAR; lsamp_info.mag_filter = SDL_GPU_FILTER_LINEAR; lsamp_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST; lsamp_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; lsamp_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; 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()); cleanup(); return false; } // ---------------------------------------------------------------- // 6. Create PostFX graphics pipeline // ---------------------------------------------------------------- if (!createPipeline()) { cleanup(); return false; } is_initialized_ = true; SDL_Log("SDL3GPUShader: initialized OK (%dx%d)", tex_width_, tex_height_); return true; } // --------------------------------------------------------------------------- // createPipeline // --------------------------------------------------------------------------- auto SDL3GPUShader::createPipeline() -> bool { const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_); #ifdef __APPLE__ SDL_GPUShader* vert = createShaderMSL(device_, POSTFX_VERT_MSL, "postfx_vs", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0); SDL_GPUShader* frag = createShaderMSL(device_, POSTFX_FRAG_MSL, "postfx_fs", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1); #else SDL_GPUShader* vert = createShaderSPIRV(device_, kpostfx_vert_spv, kpostfx_vert_spv_size, "main", SDL_GPU_SHADERSTAGE_VERTEX, 0, 0); SDL_GPUShader* frag = createShaderSPIRV(device_, kpostfx_frag_spv, kpostfx_frag_spv_size, "main", SDL_GPU_SHADERSTAGE_FRAGMENT, 1, 1); #endif if ((vert == nullptr) || (frag == nullptr)) { SDL_Log("SDL3GPUShader: failed to compile PostFX shaders"); if (vert != nullptr) { SDL_ReleaseGPUShader(device_, vert); } if (frag != nullptr) { SDL_ReleaseGPUShader(device_, frag); } return false; } SDL_GPUColorTargetBlendState no_blend = {}; no_blend.enable_blend = false; no_blend.enable_color_write_mask = false; SDL_GPUColorTargetDescription color_target = {}; color_target.format = SWAPCHAIN_FMT; color_target.blend_state = no_blend; SDL_GPUVertexInputState no_input = {}; SDL_GPUGraphicsPipelineCreateInfo pipe_info = {}; pipe_info.vertex_shader = vert; pipe_info.fragment_shader = frag; pipe_info.vertex_input_state = no_input; pipe_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST; pipe_info.target_info.num_color_targets = 1; pipe_info.target_info.color_target_descriptions = &color_target; pipeline_ = SDL_CreateGPUGraphicsPipeline(device_, &pipe_info); SDL_ReleaseGPUShader(device_, vert); SDL_ReleaseGPUShader(device_, frag); if (pipeline_ == nullptr) { SDL_Log("SDL3GPUShader: pipeline creation failed: %s", SDL_GetError()); return false; } return true; } // --------------------------------------------------------------------------- // uploadPixels — copies ARGB8888 CPU pixels into the GPU transfer buffer. // Con supersampling (oversample_ > 1) expande cada pixel del juego a un bloque // oversample × oversample y hornea la scanline oscura en la última fila del bloque. // --------------------------------------------------------------------------- void SDL3GPUShader::uploadPixels(const Uint32* pixels, int width, int height) { if (!is_initialized_ || (upload_buffer_ == nullptr)) { return; } void* mapped = SDL_MapGPUTransferBuffer(device_, upload_buffer_, false); if (mapped == nullptr) { SDL_Log("SDL3GPUShader: SDL_MapGPUTransferBuffer failed: %s", SDL_GetError()); return; } if (oversample_ <= 1) { // Path sin supersampling: copia directa std::memcpy(mapped, pixels, static_cast(width * height * 4)); } else { // Path con supersampling: expande cada pixel a OS×OS, oscurece última fila. // Replica la fórmula del shader: mix(3.5, 0.42, scanline_strength). auto* out = static_cast(mapped); const int OS = oversample_; const float BRIGHT_MUL = 1.0F + (baked_scanline_strength_ * 2.5F); // rows 0..OS-2 const float DARK_MUL = 1.0F - (baked_scanline_strength_ * 0.58F); // row OS-1 for (int y = 0; y < height; ++y) { for (int x = 0; x < width; ++x) { const Uint32 SRC = pixels[(y * width) + x]; const Uint32 ALPHA = (SRC >> 24) & 0xFFU; const auto FR = static_cast((SRC >> 16) & 0xFFU); const auto FG = static_cast((SRC >> 8) & 0xFFU); const auto FB = static_cast(SRC & 0xFFU); auto make_px = [ALPHA](float rv, float gv, float bv) -> Uint32 { auto cl = [](float v) -> Uint32 { return static_cast(std::min(255.0F, v)); }; return (ALPHA << 24) | (cl(rv) << 16) | (cl(gv) << 8) | cl(bv); }; const Uint32 BRIGHT = make_px(FR * BRIGHT_MUL, FG * BRIGHT_MUL, FB * BRIGHT_MUL); const Uint32 DARK = make_px(FR * DARK_MUL, FG * DARK_MUL, FB * DARK_MUL); for (int dy = 0; dy < OS; ++dy) { const Uint32 OUT_PX = (dy == OS - 1) ? DARK : BRIGHT; const int DST_Y = (y * OS) + dy; for (int dx = 0; dx < OS; ++dx) { out[(DST_Y * (width * OS)) + ((x * OS) + dx)] = OUT_PX; } } } } } SDL_UnmapGPUTransferBuffer(device_, upload_buffer_); } // --------------------------------------------------------------------------- // render — upload scene texture + PostFX pass → swapchain // --------------------------------------------------------------------------- void SDL3GPUShader::render() { if (!is_initialized_) { return; } SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(device_); if (cmd == nullptr) { SDL_Log("SDL3GPUShader: SDL_AcquireGPUCommandBuffer failed: %s", SDL_GetError()); return; } // ---- Copy pass: transfer buffer → scene texture ---- SDL_GPUCopyPass* copy = SDL_BeginGPUCopyPass(cmd); if (copy != nullptr) { SDL_GPUTextureTransferInfo src = {}; src.transfer_buffer = upload_buffer_; src.offset = 0; src.pixels_per_row = static_cast(tex_width_); src.rows_per_layer = static_cast(tex_height_); SDL_GPUTextureRegion dst = {}; dst.texture = scene_texture_; dst.w = static_cast(tex_width_); dst.h = static_cast(tex_height_); dst.d = 1; SDL_UploadToGPUTexture(copy, &src, &dst, false); SDL_EndGPUCopyPass(copy); } // ---- Acquire swapchain texture ---- SDL_GPUTexture* swapchain = nullptr; Uint32 sw = 0; Uint32 sh = 0; if (!SDL_AcquireGPUSwapchainTexture(cmd, window_, &swapchain, &sw, &sh)) { SDL_Log("SDL3GPUShader: SDL_AcquireGPUSwapchainTexture failed: %s", SDL_GetError()); SDL_SubmitGPUCommandBuffer(cmd); return; } if (swapchain == nullptr) { // Window minimized — skip frame SDL_SubmitGPUCommandBuffer(cmd); return; } // ---- Render pass: PostFX → swapchain ---- SDL_GPUColorTargetInfo color_target = {}; color_target.texture = swapchain; color_target.load_op = SDL_GPU_LOADOP_CLEAR; color_target.store_op = SDL_GPU_STOREOP_STORE; color_target.clear_color = {.r = 0.0F, .g = 0.0F, .b = 0.0F, .a = 1.0F}; SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, nullptr); if (pass != nullptr) { SDL_BindGPUGraphicsPipeline(pass, pipeline_); // Calcular viewport usando las dimensiones lógicas del canvas (game_width_/height_), // no las de la textura GPU (que pueden ser game×3 con supersampling). // El GPU escala la textura para cubrir el viewport independientemente de su resolución. float vx = 0.0F; float vy = 0.0F; float vw = 0.0F; float vh = 0.0F; if (integer_scale_) { const int SCALE = std::max(1, std::min(static_cast(sw) / game_width_, static_cast(sh) / game_height_)); vw = static_cast(game_width_ * SCALE); vh = static_cast(game_height_ * SCALE); } else { const float SCALE = std::min( static_cast(sw) / static_cast(game_width_), static_cast(sh) / static_cast(game_height_)); vw = static_cast(game_width_) * SCALE; vh = static_cast(game_height_) * SCALE; } vx = std::floor((static_cast(sw) - vw) * 0.5F); vy = std::floor((static_cast(sh) - vh) * 0.5F); SDL_GPUViewport vp = {.x = vx, .y = vy, .w = vw, .h = vh, .min_depth = 0.0F, .max_depth = 1.0F}; SDL_SetGPUViewport(pass, &vp); // pixel_scale: pixels físicos por pixel lógico de juego (para scanlines sin SS). // Con SS las scanlines están horneadas en CPU → scanline_strength=0 → no se usa. uniforms_.pixel_scale = (game_height_ > 0) ? (vh / static_cast(game_height_)) : 1.0F; uniforms_.time = static_cast(SDL_GetTicks()) / 1000.0F; uniforms_.oversample = static_cast(oversample_); // Con supersampling usamos LINEAR para que el escalado a zooms no-múltiplo-de-3 // promedia correctamente las filas de scanline horneadas en CPU. SDL_GPUSampler* active_sampler = (oversample_ > 1 && linear_sampler_ != nullptr) ? linear_sampler_ : sampler_; SDL_GPUTextureSamplerBinding binding = {}; binding.texture = scene_texture_; binding.sampler = active_sampler; SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1); SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(PostFXUniforms)); SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0); SDL_EndGPURenderPass(pass); } SDL_SubmitGPUCommandBuffer(cmd); } // --------------------------------------------------------------------------- // cleanup — libera pipeline/texturas/buffer pero mantiene device + swapchain // --------------------------------------------------------------------------- void SDL3GPUShader::cleanup() { is_initialized_ = false; if (device_ != nullptr) { SDL_WaitForGPUIdle(device_); if (pipeline_ != nullptr) { SDL_ReleaseGPUGraphicsPipeline(device_, pipeline_); pipeline_ = nullptr; } if (scene_texture_ != nullptr) { SDL_ReleaseGPUTexture(device_, scene_texture_); scene_texture_ = nullptr; } if (upload_buffer_ != nullptr) { SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_); upload_buffer_ = nullptr; } if (sampler_ != nullptr) { SDL_ReleaseGPUSampler(device_, sampler_); sampler_ = nullptr; } if (linear_sampler_ != nullptr) { SDL_ReleaseGPUSampler(device_, linear_sampler_); linear_sampler_ = nullptr; } // device_ y el claim de la ventana se mantienen vivos } } // --------------------------------------------------------------------------- // destroy — limpieza completa incluyendo device y swapchain (solo al cerrar) // --------------------------------------------------------------------------- void SDL3GPUShader::destroy() { cleanup(); if (device_ != nullptr) { if (window_ != nullptr) { SDL_ReleaseWindowFromGPUDevice(device_, window_); } SDL_DestroyGPUDevice(device_); device_ = nullptr; } window_ = nullptr; } // --------------------------------------------------------------------------- // Shader creation helpers // --------------------------------------------------------------------------- auto SDL3GPUShader::createShaderMSL(SDL_GPUDevice* device, const char* msl_source, const char* entrypoint, SDL_GPUShaderStage stage, Uint32 num_samplers, Uint32 num_uniform_buffers) -> SDL_GPUShader* { SDL_GPUShaderCreateInfo info = {}; info.code = reinterpret_cast(msl_source); info.code_size = std::strlen(msl_source) + 1; info.entrypoint = entrypoint; info.format = SDL_GPU_SHADERFORMAT_MSL; info.stage = stage; info.num_samplers = num_samplers; 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()); } return shader; } auto SDL3GPUShader::createShaderSPIRV(SDL_GPUDevice* device, // NOLINT(readability-convert-member-functions-to-static) const uint8_t* spv_code, size_t spv_size, const char* entrypoint, SDL_GPUShaderStage stage, Uint32 num_samplers, Uint32 num_uniform_buffers) -> SDL_GPUShader* { SDL_GPUShaderCreateInfo info = {}; info.code = spv_code; info.code_size = spv_size; info.entrypoint = entrypoint; info.format = SDL_GPU_SHADERFORMAT_SPIRV; info.stage = stage; info.num_samplers = num_samplers; 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()); } return shader; } void SDL3GPUShader::setPostFXParams(const PostFXParams& p) { uniforms_.vignette_strength = p.vignette; uniforms_.chroma_strength = p.chroma; uniforms_.mask_strength = p.mask; uniforms_.gamma_strength = p.gamma; uniforms_.curvature = p.curvature; uniforms_.bleeding = p.bleeding; uniforms_.flicker = p.flicker; // Con supersampling las scanlines se hornean en CPU (uploadPixels). // El shader recibe strength=0 para no aplicarlas de nuevo en GPU. baked_scanline_strength_ = p.scanlines; uniforms_.scanline_strength = (oversample_ > 1) ? 0.0F : p.scanlines; } void SDL3GPUShader::setVSync(bool vsync) { vsync_ = vsync; if (device_ != nullptr && window_ != nullptr) { SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, vsync_ ? SDL_GPU_PRESENTMODE_VSYNC : SDL_GPU_PRESENTMODE_IMMEDIATE); } } void SDL3GPUShader::setScaleMode(bool integer_scale) { integer_scale_ = integer_scale; } // --------------------------------------------------------------------------- // setOversample — cambia el factor SS; recrea texturas si ya está inicializado // --------------------------------------------------------------------------- void SDL3GPUShader::setOversample(int factor) { const int NEW_FACTOR = std::max(1, factor); if (NEW_FACTOR == oversample_) { return; } oversample_ = NEW_FACTOR; if (is_initialized_) { reinitTexturesAndBuffer(); // scanline_strength se actualizará en el próximo setPostFXParams } } // --------------------------------------------------------------------------- // reinitTexturesAndBuffer — recrea scene_texture_ y upload_buffer_ con el // tamaño actual (game × oversample_). No toca pipeline ni samplers. // --------------------------------------------------------------------------- auto SDL3GPUShader::reinitTexturesAndBuffer() -> bool { if (device_ == nullptr) { return false; } SDL_WaitForGPUIdle(device_); if (scene_texture_ != nullptr) { SDL_ReleaseGPUTexture(device_, scene_texture_); scene_texture_ = nullptr; } if (upload_buffer_ != nullptr) { SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_); upload_buffer_ = nullptr; } tex_width_ = game_width_ * oversample_; tex_height_ = game_height_ * oversample_; uniforms_.screen_height = static_cast(tex_height_); uniforms_.oversample = static_cast(oversample_); SDL_GPUTextureCreateInfo tex_info = {}; tex_info.type = SDL_GPU_TEXTURETYPE_2D; tex_info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM; tex_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER; tex_info.width = static_cast(tex_width_); tex_info.height = static_cast(tex_height_); tex_info.layer_count_or_depth = 1; 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()); return false; } SDL_GPUTransferBufferCreateInfo tb_info = {}; tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; tb_info.size = static_cast(tex_width_ * tex_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()); SDL_ReleaseGPUTexture(device_, scene_texture_); scene_texture_ = nullptr; return false; } SDL_Log("SDL3GPUShader: oversample %d → texture %dx%d", oversample_, tex_width_, tex_height_); return true; } } // namespace Rendering