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@@ -924,6 +924,11 @@ namespace Rendering {
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downscale_algo_ = std::max(0, std::min(algo, 2));
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}
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auto SDL3GPUShader::getSsTextureSize() const -> std::pair<int, int> {
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if (ss_factor_ <= 1) { return {0, 0}; }
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return {game_width_ * ss_factor_, game_height_ * ss_factor_};
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}
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// ---------------------------------------------------------------------------
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// reinitTexturesAndBuffer — recrea scene_texture_, scaled_texture_ y
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// upload_buffer_ con el factor oversample_ actual. No toca pipelines ni samplers.
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@@ -82,6 +82,9 @@ namespace Rendering {
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// Selecciona algoritmo de downscale: 0=bilinear legacy, 1=Lanczos2, 2=Lanczos3
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void setDownscaleAlgo(int algo) override;
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// Devuelve las dimensiones de la textura de supersampling (0,0 si SS desactivado)
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[[nodiscard]] auto getSsTextureSize() const -> std::pair<int, int> override;
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private:
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static auto createShaderMSL(SDL_GPUDevice* device,
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const char* msl_source,
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