imlementant supersampling
This commit is contained in:
@@ -24,8 +24,8 @@ layout(set = 3, binding = 0) uniform PostFXUniforms {
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float bleeding;
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float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
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float time; // seconds since SDL init (for future animated effects)
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float pad0; // padding — 48 bytes total (3 × 16)
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float pad1;
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float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS)
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float pad1; // padding — 48 bytes total (3 × 16)
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} u;
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// YCbCr helpers for NTSC bleeding
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@@ -68,15 +68,17 @@ void main() {
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// Muestra base
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vec3 base = texture(scene, uv).rgb;
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// Sangrado NTSC — difuminado horizontal de crominancia
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// Sangrado NTSC — difuminado horizontal de crominancia.
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// step = 1 pixel lógico de juego en UV (corrige SS: textureSize.x = game_w * oversample).
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vec3 colour;
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if (u.bleeding > 0.0) {
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float tw = float(textureSize(scene, 0).x);
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float tw = float(textureSize(scene, 0).x);
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float step = u.oversample / tw; // 1 pixel lógico en UV
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vec3 ycc = rgb_to_ycc(base);
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vec3 ycc_l2 = rgb_to_ycc(texture(scene, uv - vec2(2.0/tw, 0.0)).rgb);
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vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0/tw, 0.0)).rgb);
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vec3 ycc_r1 = rgb_to_ycc(texture(scene, uv + vec2(1.0/tw, 0.0)).rgb);
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vec3 ycc_r2 = rgb_to_ycc(texture(scene, uv + vec2(2.0/tw, 0.0)).rgb);
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vec3 ycc_l2 = rgb_to_ycc(texture(scene, uv - vec2(2.0*step, 0.0)).rgb);
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vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0*step, 0.0)).rgb);
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vec3 ycc_r1 = rgb_to_ycc(texture(scene, uv + vec2(1.0*step, 0.0)).rgb);
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vec3 ycc_r2 = rgb_to_ycc(texture(scene, uv + vec2(2.0*step, 0.0)).rgb);
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ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0 + ycc.yz*2.0 + ycc_r1.yz*2.0 + ycc_r2.yz) / 8.0;
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colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
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} else {
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@@ -463,7 +463,10 @@ auto loadData(const std::string& filepath) -> std::vector<uint8_t> {
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void Screen::applyCurrentPostFXPreset() {
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if (shader_backend_ && !Options::postfx_presets.empty()) {
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const auto& p = Options::postfx_presets[static_cast<size_t>(Options::current_postfx_preset)];
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Rendering::PostFXParams params{.vignette = p.vignette, .scanlines = p.scanlines, .chroma = p.chroma, .mask = p.mask, .gamma = p.gamma, .curvature = p.curvature, .bleeding = p.bleeding};
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// setOversample primero: puede recrear texturas y debe conocer el factor
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// antes de que setPostFXParams decida si hornear scanlines en CPU o GPU.
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shader_backend_->setOversample(p.supersampling ? 3 : 1);
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Rendering::PostFXParams params{.vignette = p.vignette, .scanlines = p.scanlines, .chroma = p.chroma, .mask = p.mask, .gamma = p.gamma, .curvature = p.curvature, .bleeding = p.bleeding, .supersampling = p.supersampling};
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shader_backend_->setPostFXParams(params);
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}
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}
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@@ -56,7 +56,7 @@ struct PostFXUniforms {
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float bleeding;
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float pixel_scale;
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float time;
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float pad0;
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float oversample; // 1.0 = sin SS, 3.0 = 3× supersampling
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float pad1;
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};
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@@ -102,15 +102,17 @@ fragment float4 postfx_fs(PostVOut in [[stage_in]],
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// Muestra base
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float3 base = scene.sample(samp, uv).rgb;
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// Sangrado NTSC — difuminado horizontal de crominancia
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// Sangrado NTSC — difuminado horizontal de crominancia.
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// step = 1 pixel de juego en espacio UV (corrige SS: scene.get_width() = game_w * oversample).
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float3 colour;
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if (u.bleeding > 0.0f) {
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float tw = float(scene.get_width());
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float3 ycc = rgb_to_ycc(base);
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float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f/tw, 0.0f)).rgb);
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float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f/tw, 0.0f)).rgb);
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float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f/tw, 0.0f)).rgb);
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float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f/tw, 0.0f)).rgb);
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float tw = float(scene.get_width());
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float step = u.oversample / tw; // 1 pixel lógico en UV
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float3 ycc = rgb_to_ycc(base);
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float3 ycc_l2 = rgb_to_ycc(scene.sample(samp, uv - float2(2.0f*step, 0.0f)).rgb);
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float3 ycc_l1 = rgb_to_ycc(scene.sample(samp, uv - float2(1.0f*step, 0.0f)).rgb);
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float3 ycc_r1 = rgb_to_ycc(scene.sample(samp, uv + float2(1.0f*step, 0.0f)).rgb);
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float3 ycc_r2 = rgb_to_ycc(scene.sample(samp, uv + float2(2.0f*step, 0.0f)).rgb);
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ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0f + ycc.yz*2.0f + ycc_r1.yz*2.0f + ycc_r2.yz) / 8.0f;
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colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
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} else {
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@@ -199,9 +201,12 @@ namespace Rendering {
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float fw = 0.0F;
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float fh = 0.0F;
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SDL_GetTextureSize(texture, &fw, &fh);
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tex_width_ = static_cast<int>(fw);
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tex_height_ = static_cast<int>(fh);
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uniforms_.screen_height = fh; // Altura lógica del juego (no el swapchain físico)
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game_width_ = static_cast<int>(fw);
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game_height_ = static_cast<int>(fh);
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tex_width_ = game_width_ * oversample_;
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tex_height_ = game_height_ * oversample_;
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uniforms_.screen_height = static_cast<float>(tex_height_); // Altura de la textura GPU
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uniforms_.oversample = static_cast<float>(oversample_);
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// ----------------------------------------------------------------
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// 1. Create GPU device (solo si no existe ya)
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@@ -264,7 +269,7 @@ namespace Rendering {
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}
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// ----------------------------------------------------------------
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// 5. Create nearest-neighbour sampler (retro pixel art)
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// 5. Create samplers: NEAREST (pixel art) + LINEAR (supersampling)
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// ----------------------------------------------------------------
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SDL_GPUSamplerCreateInfo samp_info = {};
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samp_info.min_filter = SDL_GPU_FILTER_NEAREST;
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@@ -280,6 +285,20 @@ namespace Rendering {
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return false;
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}
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SDL_GPUSamplerCreateInfo lsamp_info = {};
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lsamp_info.min_filter = SDL_GPU_FILTER_LINEAR;
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lsamp_info.mag_filter = SDL_GPU_FILTER_LINEAR;
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lsamp_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
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lsamp_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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lsamp_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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lsamp_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
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linear_sampler_ = SDL_CreateGPUSampler(device_, &lsamp_info);
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if (linear_sampler_ == nullptr) {
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SDL_Log("SDL3GPUShader: failed to create linear sampler: %s", SDL_GetError());
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cleanup();
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return false;
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}
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// ----------------------------------------------------------------
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// 6. Create PostFX graphics pipeline
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// ----------------------------------------------------------------
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@@ -345,7 +364,9 @@ namespace Rendering {
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}
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// ---------------------------------------------------------------------------
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// uploadPixels — copies ARGB8888 CPU pixels into the GPU transfer buffer
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// uploadPixels — copies ARGB8888 CPU pixels into the GPU transfer buffer.
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// Con supersampling (oversample_ > 1) expande cada pixel del juego a un bloque
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// oversample × oversample y hornea la scanline oscura en la última fila del bloque.
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// ---------------------------------------------------------------------------
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void SDL3GPUShader::uploadPixels(const Uint32* pixels, int width, int height) {
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if (!is_initialized_ || (upload_buffer_ == nullptr)) { return; }
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@@ -355,7 +376,45 @@ namespace Rendering {
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SDL_Log("SDL3GPUShader: SDL_MapGPUTransferBuffer failed: %s", SDL_GetError());
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return;
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}
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std::memcpy(mapped, pixels, static_cast<size_t>(width * height * 4));
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if (oversample_ <= 1) {
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// Path sin supersampling: copia directa
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std::memcpy(mapped, pixels, static_cast<size_t>(width * height * 4));
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} else {
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// Path con supersampling: expande cada pixel a OS×OS, oscurece última fila.
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// Replica la fórmula del shader: mix(3.5, 0.42, scanline_strength).
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auto* out = static_cast<Uint32*>(mapped);
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const int OS = oversample_;
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const float BRIGHT_MUL = 1.0F + (baked_scanline_strength_ * 2.5F); // rows 0..OS-2
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const float DARK_MUL = 1.0F - (baked_scanline_strength_ * 0.58F); // row OS-1
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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const Uint32 SRC = pixels[y * width + x];
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const Uint32 ALPHA = (SRC >> 24) & 0xFFU;
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const auto FR = static_cast<float>((SRC >> 16) & 0xFFU);
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const auto FG = static_cast<float>((SRC >> 8) & 0xFFU);
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const auto FB = static_cast<float>( SRC & 0xFFU);
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auto make_px = [ALPHA](float rv, float gv, float bv) -> Uint32 {
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auto cl = [](float v) -> Uint32 { return static_cast<Uint32>(std::min(255.0F, v)); };
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return (ALPHA << 24) | (cl(rv) << 16) | (cl(gv) << 8) | cl(bv);
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};
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const Uint32 BRIGHT = make_px(FR * BRIGHT_MUL, FG * BRIGHT_MUL, FB * BRIGHT_MUL);
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const Uint32 DARK = make_px(FR * DARK_MUL, FG * DARK_MUL, FB * DARK_MUL);
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for (int dy = 0; dy < OS; ++dy) {
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const Uint32 OUT_PX = (dy == OS - 1) ? DARK : BRIGHT;
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const int DST_Y = (y * OS) + dy;
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for (int dx = 0; dx < OS; ++dx) {
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out[DST_Y * (width * OS) + (x * OS) + dx] = OUT_PX;
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}
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}
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}
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}
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}
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SDL_UnmapGPUTransferBuffer(device_, upload_buffer_);
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}
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@@ -416,36 +475,45 @@ namespace Rendering {
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if (pass != nullptr) {
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SDL_BindGPUGraphicsPipeline(pass, pipeline_);
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// Calcular viewport para mantener relación de aspecto (letterbox o integer scale)
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// Calcular viewport usando las dimensiones lógicas del canvas (game_width_/height_),
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// no las de la textura GPU (que pueden ser game×3 con supersampling).
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// El GPU escala la textura para cubrir el viewport independientemente de su resolución.
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float vx = 0.0F;
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float vy = 0.0F;
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float vw = 0.0F;
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float vh = 0.0F;
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if (integer_scale_) {
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const int SCALE = std::max(1, std::min(static_cast<int>(sw) / tex_width_, static_cast<int>(sh) / tex_height_));
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vw = static_cast<float>(tex_width_ * SCALE);
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vh = static_cast<float>(tex_height_ * SCALE);
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const int SCALE = std::max(1, std::min(static_cast<int>(sw) / game_width_, static_cast<int>(sh) / game_height_));
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vw = static_cast<float>(game_width_ * SCALE);
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vh = static_cast<float>(game_height_ * SCALE);
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} else {
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const float SCALE = std::min(
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static_cast<float>(sw) / static_cast<float>(tex_width_),
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static_cast<float>(sh) / static_cast<float>(tex_height_));
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vw = static_cast<float>(tex_width_) * SCALE;
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vh = static_cast<float>(tex_height_) * SCALE;
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static_cast<float>(sw) / static_cast<float>(game_width_),
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static_cast<float>(sh) / static_cast<float>(game_height_));
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vw = static_cast<float>(game_width_) * SCALE;
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vh = static_cast<float>(game_height_) * SCALE;
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}
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vx = std::floor((static_cast<float>(sw) - vw) * 0.5F);
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vy = std::floor((static_cast<float>(sh) - vh) * 0.5F);
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SDL_GPUViewport vp = {vx, vy, vw, vh, 0.0F, 1.0F};
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SDL_SetGPUViewport(pass, &vp);
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// Uniforms dinámicos: pixel_scale y time
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uniforms_.pixel_scale = (tex_height_ > 0)
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? (vh / static_cast<float>(tex_height_))
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// pixel_scale: pixels físicos por pixel lógico de juego (para scanlines sin SS).
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// Con SS las scanlines están horneadas en CPU → scanline_strength=0 → no se usa.
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uniforms_.pixel_scale = (game_height_ > 0)
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? (vh / static_cast<float>(game_height_))
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: 1.0F;
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uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
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uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
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uniforms_.oversample = static_cast<float>(oversample_);
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// Con supersampling usamos LINEAR para que el escalado a zooms no-múltiplo-de-3
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// promedia correctamente las filas de scanline horneadas en CPU.
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SDL_GPUSampler* active_sampler = (oversample_ > 1 && linear_sampler_ != nullptr)
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? linear_sampler_ : sampler_;
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SDL_GPUTextureSamplerBinding binding = {};
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binding.texture = scene_texture_;
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binding.sampler = sampler_;
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binding.sampler = active_sampler;
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SDL_BindGPUFragmentSamplers(pass, 0, &binding, 1);
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SDL_PushGPUFragmentUniformData(cmd, 0, &uniforms_, sizeof(PostFXUniforms));
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@@ -482,6 +550,10 @@ namespace Rendering {
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SDL_ReleaseGPUSampler(device_, sampler_);
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sampler_ = nullptr;
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}
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if (linear_sampler_ != nullptr) {
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SDL_ReleaseGPUSampler(device_, linear_sampler_);
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linear_sampler_ = nullptr;
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}
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// device_ y el claim de la ventana se mantienen vivos
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}
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}
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@@ -550,12 +622,16 @@ namespace Rendering {
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void SDL3GPUShader::setPostFXParams(const PostFXParams& p) {
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uniforms_.vignette_strength = p.vignette;
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uniforms_.scanline_strength = p.scanlines;
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uniforms_.chroma_strength = p.chroma;
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uniforms_.mask_strength = p.mask;
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uniforms_.gamma_strength = p.gamma;
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uniforms_.curvature = p.curvature;
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uniforms_.bleeding = p.bleeding;
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uniforms_.chroma_strength = p.chroma;
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uniforms_.mask_strength = p.mask;
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uniforms_.gamma_strength = p.gamma;
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uniforms_.curvature = p.curvature;
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uniforms_.bleeding = p.bleeding;
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// Con supersampling las scanlines se hornean en CPU (uploadPixels).
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// El shader recibe strength=0 para no aplicarlas de nuevo en GPU.
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baked_scanline_strength_ = p.scanlines;
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uniforms_.scanline_strength = (oversample_ > 1) ? 0.0F : p.scanlines;
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}
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void SDL3GPUShader::setVSync(bool vsync) {
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@@ -569,4 +645,68 @@ namespace Rendering {
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integer_scale_ = integer_scale;
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}
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// ---------------------------------------------------------------------------
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// setOversample — cambia el factor SS; recrea texturas si ya está inicializado
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// ---------------------------------------------------------------------------
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void SDL3GPUShader::setOversample(int factor) {
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const int NEW_FACTOR = std::max(1, factor);
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if (NEW_FACTOR == oversample_) { return; }
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oversample_ = NEW_FACTOR;
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if (is_initialized_) {
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reinitTexturesAndBuffer();
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// scanline_strength se actualizará en el próximo setPostFXParams
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}
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}
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// ---------------------------------------------------------------------------
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// reinitTexturesAndBuffer — recrea scene_texture_ y upload_buffer_ con el
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// tamaño actual (game × oversample_). No toca pipeline ni samplers.
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// ---------------------------------------------------------------------------
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auto SDL3GPUShader::reinitTexturesAndBuffer() -> bool {
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if (device_ == nullptr) { return false; }
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SDL_WaitForGPUIdle(device_);
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if (scene_texture_ != nullptr) {
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SDL_ReleaseGPUTexture(device_, scene_texture_);
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scene_texture_ = nullptr;
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}
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if (upload_buffer_ != nullptr) {
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SDL_ReleaseGPUTransferBuffer(device_, upload_buffer_);
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upload_buffer_ = nullptr;
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}
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tex_width_ = game_width_ * oversample_;
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tex_height_ = game_height_ * oversample_;
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uniforms_.screen_height = static_cast<float>(tex_height_);
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uniforms_.oversample = static_cast<float>(oversample_);
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SDL_GPUTextureCreateInfo tex_info = {};
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tex_info.type = SDL_GPU_TEXTURETYPE_2D;
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tex_info.format = SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM;
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tex_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
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tex_info.width = static_cast<Uint32>(tex_width_);
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tex_info.height = static_cast<Uint32>(tex_height_);
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tex_info.layer_count_or_depth = 1;
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tex_info.num_levels = 1;
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scene_texture_ = SDL_CreateGPUTexture(device_, &tex_info);
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if (scene_texture_ == nullptr) {
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SDL_Log("SDL3GPUShader: reinit — failed to create scene texture: %s", SDL_GetError());
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return false;
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}
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SDL_GPUTransferBufferCreateInfo tb_info = {};
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tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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tb_info.size = static_cast<Uint32>(tex_width_ * tex_height_ * 4);
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upload_buffer_ = SDL_CreateGPUTransferBuffer(device_, &tb_info);
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if (upload_buffer_ == nullptr) {
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SDL_Log("SDL3GPUShader: reinit — failed to create upload buffer: %s", SDL_GetError());
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SDL_ReleaseGPUTexture(device_, scene_texture_);
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scene_texture_ = nullptr;
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return false;
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}
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SDL_Log("SDL3GPUShader: oversample %d → texture %dx%d", oversample_, tex_width_, tex_height_);
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return true;
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}
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} // namespace Rendering
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@@ -19,8 +19,8 @@ struct PostFXUniforms {
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float bleeding; // 0 = off, 1 = max NTSC chrominance bleeding
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float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
|
||||
float time; // seconds since SDL init (SDL_GetTicks() / 1000.0f)
|
||||
float pad0; // padding — keep struct at 48 bytes (3 × 16)
|
||||
float pad1;
|
||||
float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS)
|
||||
float pad1; // padding — keep struct at 48 bytes (3 × 16)
|
||||
};
|
||||
|
||||
namespace Rendering {
|
||||
@@ -60,6 +60,9 @@ namespace Rendering {
|
||||
// Activa/desactiva escalado entero (integer scale)
|
||||
void setScaleMode(bool integer_scale) override;
|
||||
|
||||
// Establece factor de supersampling (1 = off, 3 = 3×SS)
|
||||
void setOversample(int factor) override;
|
||||
|
||||
private:
|
||||
static auto createShaderMSL(SDL_GPUDevice* device,
|
||||
const char* msl_source,
|
||||
@@ -77,18 +80,24 @@ namespace Rendering {
|
||||
Uint32 num_uniform_buffers) -> SDL_GPUShader*;
|
||||
|
||||
auto createPipeline() -> bool;
|
||||
auto reinitTexturesAndBuffer() -> bool; // Recrea textura y buffer con oversample actual
|
||||
|
||||
SDL_Window* window_ = nullptr;
|
||||
SDL_GPUDevice* device_ = nullptr;
|
||||
SDL_GPUGraphicsPipeline* pipeline_ = nullptr;
|
||||
SDL_GPUTexture* scene_texture_ = nullptr;
|
||||
SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
|
||||
SDL_GPUSampler* sampler_ = nullptr;
|
||||
SDL_GPUSampler* sampler_ = nullptr; // NEAREST — para path sin supersampling
|
||||
SDL_GPUSampler* linear_sampler_ = nullptr; // LINEAR — para path con supersampling
|
||||
|
||||
PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F};
|
||||
PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_strength = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .oversample = 1.0F};
|
||||
|
||||
int tex_width_ = 0;
|
||||
int game_width_ = 0; // Dimensiones originales del canvas (sin SS)
|
||||
int game_height_ = 0;
|
||||
int tex_width_ = 0; // Dimensiones de la textura GPU (game × oversample_)
|
||||
int tex_height_ = 0;
|
||||
int oversample_ = 1; // Factor SS actual (1 o 3)
|
||||
float baked_scanline_strength_ = 0.0F; // Guardado para hornear en CPU
|
||||
bool is_initialized_ = false;
|
||||
bool vsync_ = true;
|
||||
bool integer_scale_ = false;
|
||||
|
||||
@@ -11,13 +11,14 @@ namespace Rendering {
|
||||
* Definido a nivel de namespace para facilitar el uso desde subclases y screen.cpp
|
||||
*/
|
||||
struct PostFXParams {
|
||||
float vignette = 0.0F; // Intensidad de la viñeta
|
||||
float scanlines = 0.0F; // Intensidad de las scanlines
|
||||
float chroma = 0.0F; // Aberración cromática
|
||||
float mask = 0.0F; // Máscara de fósforo RGB
|
||||
float gamma = 0.0F; // Corrección gamma (blend 0=off, 1=full)
|
||||
float curvature = 0.0F; // Curvatura barrel CRT
|
||||
float bleeding = 0.0F; // Sangrado de color NTSC
|
||||
float vignette = 0.0F; // Intensidad de la viñeta
|
||||
float scanlines = 0.0F; // Intensidad de las scanlines
|
||||
float chroma = 0.0F; // Aberración cromática
|
||||
float mask = 0.0F; // Máscara de fósforo RGB
|
||||
float gamma = 0.0F; // Corrección gamma (blend 0=off, 1=full)
|
||||
float curvature = 0.0F; // Curvatura barrel CRT
|
||||
float bleeding = 0.0F; // Sangrado de color NTSC
|
||||
bool supersampling{false}; // Supersampling 3×: scanlines horneadas en CPU + sampler LINEAR
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -82,6 +83,13 @@ namespace Rendering {
|
||||
*/
|
||||
virtual void setScaleMode(bool /*integer_scale*/) {}
|
||||
|
||||
/**
|
||||
* @brief Establece el factor de supersampling (1 = off, 3 = 3× SS)
|
||||
* Con factor > 1, la textura GPU se crea a game×factor resolución y
|
||||
* las scanlines se hornean en CPU (uploadPixels). El sampler usa LINEAR.
|
||||
*/
|
||||
virtual void setOversample(int /*factor*/) {}
|
||||
|
||||
/**
|
||||
* @brief Verifica si el backend está usando aceleración por hardware
|
||||
* @return true si usa aceleración (OpenGL/Metal/Vulkan)
|
||||
|
||||
@@ -718,6 +718,9 @@ namespace Options {
|
||||
parseFloatField(p, "gamma", preset.gamma);
|
||||
parseFloatField(p, "curvature", preset.curvature);
|
||||
parseFloatField(p, "bleeding", preset.bleeding);
|
||||
if (p.contains("supersampling")) {
|
||||
try { preset.supersampling = p["supersampling"].get_value<bool>(); } catch (...) {}
|
||||
}
|
||||
postfx_presets.push_back(preset);
|
||||
}
|
||||
}
|
||||
@@ -759,6 +762,9 @@ namespace Options {
|
||||
file << "# gamma: gamma correction input 2.4 / output 2.2\n";
|
||||
file << "# curvature: CRT barrel distortion\n";
|
||||
file << "# bleeding: NTSC horizontal colour bleeding\n";
|
||||
file << "# supersampling: 3x internal resolution, scanlines baked in CPU + linear filter\n";
|
||||
file << "# true = consistent 33% scanlines at any zoom (slight softening at non-3x)\n";
|
||||
file << "# false = sharp pixel art, scanlines depend on zoom (33% at 3x, 25% at 4x)\n";
|
||||
file << "\n";
|
||||
file << "presets:\n";
|
||||
file << " - name: \"CRT\"\n";
|
||||
@@ -769,6 +775,16 @@ namespace Options {
|
||||
file << " gamma: 0.8\n";
|
||||
file << " curvature: 0.0\n";
|
||||
file << " bleeding: 0.0\n";
|
||||
file << " supersampling: false\n";
|
||||
file << " - name: \"CRT-SS\"\n";
|
||||
file << " vignette: 0.6\n";
|
||||
file << " scanlines: 0.7\n";
|
||||
file << " chroma: 0.15\n";
|
||||
file << " mask: 0.6\n";
|
||||
file << " gamma: 0.8\n";
|
||||
file << " curvature: 0.0\n";
|
||||
file << " bleeding: 0.0\n";
|
||||
file << " supersampling: true\n";
|
||||
file << " - name: \"NTSC\"\n";
|
||||
file << " vignette: 0.4\n";
|
||||
file << " scanlines: 0.5\n";
|
||||
@@ -777,6 +793,7 @@ namespace Options {
|
||||
file << " gamma: 0.5\n";
|
||||
file << " curvature: 0.0\n";
|
||||
file << " bleeding: 0.6\n";
|
||||
file << " supersampling: false\n";
|
||||
file << " - name: \"CURVED\"\n";
|
||||
file << " vignette: 0.5\n";
|
||||
file << " scanlines: 0.6\n";
|
||||
@@ -785,6 +802,7 @@ namespace Options {
|
||||
file << " gamma: 0.7\n";
|
||||
file << " curvature: 0.8\n";
|
||||
file << " bleeding: 0.0\n";
|
||||
file << " supersampling: false\n";
|
||||
file << " - name: \"SCANLINES\"\n";
|
||||
file << " vignette: 0.0\n";
|
||||
file << " scanlines: 0.8\n";
|
||||
@@ -793,6 +811,7 @@ namespace Options {
|
||||
file << " gamma: 0.0\n";
|
||||
file << " curvature: 0.0\n";
|
||||
file << " bleeding: 0.0\n";
|
||||
file << " supersampling: false\n";
|
||||
file << " - name: \"SUBTLE\"\n";
|
||||
file << " vignette: 0.3\n";
|
||||
file << " scanlines: 0.4\n";
|
||||
@@ -801,6 +820,7 @@ namespace Options {
|
||||
file << " gamma: 0.3\n";
|
||||
file << " curvature: 0.0\n";
|
||||
file << " bleeding: 0.0\n";
|
||||
file << " supersampling: false\n";
|
||||
|
||||
file.close();
|
||||
|
||||
|
||||
@@ -116,14 +116,15 @@ namespace Options {
|
||||
|
||||
// Estructura para un preset de PostFX
|
||||
struct PostFXPreset {
|
||||
std::string name; // Nombre del preset
|
||||
float vignette{0.6F}; // Intensidad de la viñeta (0.0 = ninguna, 1.0 = máxima)
|
||||
float scanlines{0.7F}; // Intensidad de las scanlines (0.0 = desactivadas, 1.0 = máximas)
|
||||
float chroma{0.15F}; // Intensidad de la aberración cromática (0.0 = ninguna, 1.0 = máxima)
|
||||
float mask{0.0F}; // Intensidad de la máscara de fósforo RGB (0.0 = desactivada, 1.0 = máxima)
|
||||
float gamma{0.0F}; // Corrección gamma input 2.4 / output 2.2 (0.0 = off, 1.0 = plena)
|
||||
float curvature{0.0F}; // Distorsión barrel CRT (0.0 = plana, 1.0 = máxima curvatura)
|
||||
float bleeding{0.0F}; // Sangrado de color NTSC horizontal Y/C (0.0 = off, 1.0 = máximo)
|
||||
std::string name; // Nombre del preset
|
||||
float vignette{0.6F}; // Intensidad de la viñeta (0.0 = ninguna, 1.0 = máxima)
|
||||
float scanlines{0.7F}; // Intensidad de las scanlines (0.0 = desactivadas, 1.0 = máximas)
|
||||
float chroma{0.15F}; // Intensidad de la aberración cromática (0.0 = ninguna, 1.0 = máxima)
|
||||
float mask{0.0F}; // Intensidad de la máscara de fósforo RGB (0.0 = desactivada, 1.0 = máxima)
|
||||
float gamma{0.0F}; // Corrección gamma input 2.4 / output 2.2 (0.0 = off, 1.0 = plena)
|
||||
float curvature{0.0F}; // Distorsión barrel CRT (0.0 = plana, 1.0 = máxima curvatura)
|
||||
float bleeding{0.0F}; // Sangrado de color NTSC horizontal Y/C (0.0 = off, 1.0 = máximo)
|
||||
bool supersampling{false}; // 3x supersampling: scanlines horneadas en CPU + sampler LINEAR
|
||||
};
|
||||
|
||||
// --- Variables globales ---
|
||||
|
||||
Reference in New Issue
Block a user