mostra el render device en info_debug
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@@ -43,9 +43,11 @@ Screen::Screen()
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: palettes_(Resource::List::get()->getListByType(Resource::List::Type::PALETTE)) {
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// Arranca SDL VIDEO, crea la ventana y el renderizador
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initSDLVideo();
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if (Options::video.fullscreen) {
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SDL_HideCursor();
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}
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if (Options::video.fullscreen) { SDL_HideCursor(); }
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// Calcular tamaños y hacer .resize() de los buffers de píxeles
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adjustWindowSize();
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adjustRenderLogicalSize();
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// Ajusta los tamaños
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game_surface_dstrect_ = {.x = Options::video.border.width, .y = Options::video.border.height, .w = Options::game.width, .h = Options::game.height};
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@@ -245,7 +247,8 @@ void Screen::adjustWindowSize() {
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window_height_ = Options::game.height + (Options::video.border.enabled ? Options::video.border.height * 2 : 0);
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// Reservamos memoria una sola vez.
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// game_pixel_buffer_ contendrá solo los píxeles del área de juego.
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// Si el buffer es más pequeño que la superficie, crash asegurado.
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border_pixel_buffer_.resize(static_cast<size_t>(window_width_ * window_height_));
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game_pixel_buffer_.resize(static_cast<size_t>(Options::game.width * Options::game.height));
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// border_pixel_buffer_ es el buffer que se sube a la GPU (tamaño total ventana).
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@@ -416,6 +419,10 @@ void Screen::renderInfo() const {
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text_->write(X, y, FPS_TEXT);
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y += LINE_HEIGHT;
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// Driver GPU
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text_->write(X, y, gpu_driver_.empty() ? "sdl" : gpu_driver_);
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y += LINE_HEIGHT;
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// Zoom de la ventana
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const std::string ZOOM_TEXT = "zoom x" + std::to_string(Options::window.zoom);
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text_->write(X, y, ZOOM_TEXT);
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@@ -523,6 +530,7 @@ void Screen::initShaders() {
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shader_backend_ = std::make_unique<Rendering::SDL3GPUShader>();
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}
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shader_backend_->init(window_, tex, "", "");
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gpu_driver_ = shader_backend_->getDriverName();
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// Propagar flags de vsync e integer scale al backend GPU
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shader_backend_->setVSync(Options::video.vertical_sync);
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