reestructurat el apartat de video de config.yaml
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@@ -239,11 +239,11 @@ void Screen::renderNotifications() const {
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// Activa/desactiva todos los shaders respetando el shader actualmente seleccionado
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void Screen::toggleShaders() {
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Options::video.postfx = !Options::video.postfx;
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Options::video.shader.enabled = !Options::video.shader.enabled;
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if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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if (Options::video.postfx) {
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if (Options::video.shader.enabled) {
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// Activar: usar el shader actualmente seleccionado
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if (Options::current_shader == Rendering::ShaderType::CRTPI) {
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if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
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shader_backend_->setActiveShader(Rendering::ShaderType::CRTPI);
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applyCurrentCrtPiPreset();
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} else {
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@@ -262,10 +262,10 @@ void Screen::toggleShaders() {
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// Recarga el shader del preset actual sin toggle
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void Screen::reloadPostFX() {
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if (Options::video.postfx && shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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if (Options::video.shader.enabled && shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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// El backend ya está activo: solo actualizar uniforms, sin recrear el pipeline
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applyCurrentPostFXPreset();
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} else if (Options::video.postfx) {
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} else if (Options::video.shader.enabled) {
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initShaders();
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}
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}
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@@ -505,14 +505,14 @@ auto loadData(const std::string& filepath) -> std::vector<uint8_t> {
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}
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void Screen::setLinearUpscale(bool linear) {
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Options::video.linear_upscale = linear;
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Options::video.supersampling.linear_upscale = linear;
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if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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shader_backend_->setLinearUpscale(linear);
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}
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}
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void Screen::setDownscaleAlgo(int algo) {
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Options::video.downscale_algo = algo;
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Options::video.supersampling.downscale_algo = algo;
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if (shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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shader_backend_->setDownscaleAlgo(algo);
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}
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@@ -525,8 +525,8 @@ auto Screen::getSsTextureSize() const -> std::pair<int, int> {
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// Activa/desactiva el supersampling global (Ctrl+F4)
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void Screen::toggleSupersampling() {
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Options::video.supersampling = !Options::video.supersampling;
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if (Options::video.postfx && shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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Options::video.supersampling.enabled = !Options::video.supersampling.enabled;
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if (Options::video.shader.enabled && shader_backend_ && shader_backend_->isHardwareAccelerated()) {
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applyCurrentPostFXPreset();
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}
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}
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@@ -534,11 +534,11 @@ void Screen::toggleSupersampling() {
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// Aplica los parámetros del preset actual al backend de shaders
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void Screen::applyCurrentPostFXPreset() { // NOLINT(readability-convert-member-functions-to-static)
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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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// Supersampling es un toggle global (Options::video.supersampling), no por preset.
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const auto& p = Options::postfx_presets[static_cast<size_t>(Options::video.shader.current_postfx_preset)];
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// Supersampling es un toggle global (Options::video.supersampling.enabled), no por preset.
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// setOversample primero: puede recrear texturas antes de que setPostFXParams
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// decida si hornear scanlines en CPU o aplicarlas en GPU.
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shader_backend_->setOversample(Options::video.supersampling ? 3 : 1);
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shader_backend_->setOversample(Options::video.supersampling.enabled ? 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, .flicker = p.flicker};
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shader_backend_->setPostFXParams(params);
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}
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@@ -547,7 +547,7 @@ void Screen::applyCurrentPostFXPreset() { // NOLINT(readability-convert-member-
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// Aplica los parámetros del preset CrtPi actual al backend de shaders
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void Screen::applyCurrentCrtPiPreset() { // NOLINT(readability-convert-member-functions-to-static)
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if (shader_backend_ && !Options::crtpi_presets.empty()) {
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const auto& p = Options::crtpi_presets[static_cast<size_t>(Options::current_crtpi_preset)];
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const auto& p = Options::crtpi_presets[static_cast<size_t>(Options::video.shader.current_crtpi_preset)];
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Rendering::CrtPiParams params{
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.scanline_weight = p.scanline_weight,
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.scanline_gap_brightness = p.scanline_gap_brightness,
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@@ -570,9 +570,9 @@ void Screen::applyCurrentCrtPiPreset() { // NOLINT(readability-convert-member-f
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// Cambia el shader de post-procesado activo y aplica el preset correspondiente
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void Screen::setActiveShader(Rendering::ShaderType type) {
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Options::current_shader = type;
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Options::video.shader.current_shader = type;
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if (!shader_backend_) { return; }
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if (!Options::video.postfx) {
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if (!Options::video.shader.enabled) {
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// Shaders desactivados: guardar preferencia pero mantener pass-through
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shader_backend_->setActiveShader(Rendering::ShaderType::POSTFX);
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shader_backend_->setPostFXParams(Rendering::PostFXParams{});
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@@ -588,7 +588,7 @@ void Screen::setActiveShader(Rendering::ShaderType type) {
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// Cicla al siguiente shader disponible (preparado para futura UI)
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void Screen::nextShader() {
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const Rendering::ShaderType NEXT = (Options::current_shader == Rendering::ShaderType::POSTFX)
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const Rendering::ShaderType NEXT = (Options::video.shader.current_shader == Rendering::ShaderType::POSTFX)
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? Rendering::ShaderType::CRTPI
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: Rendering::ShaderType::POSTFX;
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setActiveShader(NEXT);
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@@ -603,7 +603,7 @@ void Screen::initShaders() {
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if (!shader_backend_) {
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shader_backend_ = std::make_unique<Rendering::SDL3GPUShader>();
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const std::string fallback_driver = "none";
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shader_backend_->setPreferredDriver(Options::video.gpu_acceleration ? Options::video.gpu_preferred_driver : fallback_driver);
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shader_backend_->setPreferredDriver(Options::video.gpu.acceleration ? Options::video.gpu.preferred_driver : fallback_driver);
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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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@@ -611,10 +611,10 @@ void Screen::initShaders() {
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// Propagar flags de vsync, integer scale, upscale y downscale al backend GPU
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shader_backend_->setVSync(Options::video.vertical_sync);
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shader_backend_->setScaleMode(Options::video.integer_scale);
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shader_backend_->setLinearUpscale(Options::video.linear_upscale);
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shader_backend_->setDownscaleAlgo(Options::video.downscale_algo);
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shader_backend_->setLinearUpscale(Options::video.supersampling.linear_upscale);
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shader_backend_->setDownscaleAlgo(Options::video.supersampling.downscale_algo);
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if (Options::video.postfx) {
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if (Options::video.shader.enabled) {
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applyCurrentPostFXPreset();
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} else {
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// Pass-through: todos los efectos a 0, el shader solo copia la textura
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@@ -622,8 +622,8 @@ void Screen::initShaders() {
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}
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// Restaurar el shader activo guardado en config (y sus parámetros CrtPi si aplica)
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shader_backend_->setActiveShader(Options::current_shader);
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if (Options::current_shader == Rendering::ShaderType::CRTPI) {
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shader_backend_->setActiveShader(Options::video.shader.current_shader);
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if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
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applyCurrentCrtPiPreset();
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}
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}
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