PostFXParams/Preset amb chroma_min/max + scan_*; presets P2026 migrats
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@@ -590,42 +590,24 @@ auto loadData(const std::string& filepath) -> std::vector<uint8_t> {
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return Resource::Helper::loadFile(filepath);
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}
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void Screen::setLinearUpscale(bool 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.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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}
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auto Screen::getSsTextureSize() const -> std::pair<int, int> {
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if (!shader_backend_) { return {0, 0}; }
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return shader_backend_->getSsTextureSize();
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}
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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.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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// Aplica los parámetros del preset actual al backend de shaders
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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::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.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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Rendering::PostFXParams params{
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.vignette = p.vignette,
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.scanlines = p.scanlines,
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.chroma_min = p.chroma_min,
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.chroma_max = p.chroma_max,
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.mask = p.mask,
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.gamma = p.gamma,
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.curvature = p.curvature,
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.bleeding = p.bleeding,
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.flicker = p.flicker,
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.scan_dark_ratio = p.scan_dark_ratio,
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.scan_dark_floor = p.scan_dark_floor,
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.scan_edge_soft = p.scan_edge_soft,
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};
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shader_backend_->setPostFXParams(params);
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}
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}
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@@ -698,11 +680,9 @@ void Screen::initShaders() {
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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, integer scale, upscale y downscale al backend GPU
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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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shader_backend_->setScaleMode(Options::video.integer_scale);
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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.shader.enabled) {
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applyCurrentPostFXPreset();
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@@ -7,20 +7,28 @@
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// PostFX uniforms pushed to fragment stage each frame.
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// Must match the MSL struct and GLSL uniform block layout.
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// 12 floats = 48 bytes — meets Metal/Vulkan 16-byte alignment requirement.
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// 16 floats = 64 bytes (4 × vec4) — meets Metal/Vulkan 16-byte alignment.
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struct PostFXUniforms {
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// vec4 #0
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float vignette_strength; // 0 = none, ~0.8 = subtle
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float chroma_strength; // 0 = off, ~0.2 = subtle chromatic aberration
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float chroma_min; // aberració cromàtica mínima (sempre present)
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float scanline_strength; // 0 = off, 1 = full
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float screen_height; // logical height in pixels (used by bleeding effect)
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float mask_strength; // 0 = off, 1 = full phosphor dot mask
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float gamma_strength; // 0 = off, 1 = full gamma 2.4/2.2 correction
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float curvature; // 0 = flat, 1 = max barrel distortion
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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_)
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float time; // seconds since SDL init (SDL_GetTicks() / 1000.0f)
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float oversample; // supersampling factor (1.0 = off, 3.0 = 3×SS)
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float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz — keep struct at 48 bytes (3 × 16)
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// vec4 #1
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float mask_strength; // 0 = off, 1 = full phosphor dot mask
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float gamma_strength; // 0 = off, 1 = full gamma 2.4/2.2 correction
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float curvature; // 0 = flat, 1 = max barrel distortion
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float bleeding; // 0 = off, 1 = max NTSC chrominance bleeding
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// vec4 #2
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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 (SDL_GetTicks() / 1000.0f)
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float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz
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float chroma_max; // si == chroma_min queda estàtic; si != pulsa sinusoidalment
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// vec4 #3 — paràmetres de forma de les scanlines (exposats per preset)
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float scan_dark_ratio; // fracció de subfila fosca (1/3 = 0.333 per defecte)
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float scan_dark_floor; // brillantor de la subfila fosca (0.42 per defecte)
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float scan_edge_soft; // suavitzat de la transició (0 = step dur, 1 = 1px físic)
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float pad3;
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};
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// CrtPi uniforms pushed to fragment stage each frame.
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@@ -49,15 +57,6 @@ struct CrtPiUniforms {
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float texture_height; // Alto del canvas en píxeles (inyectado en render)
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};
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// Downscale uniforms pushed to the Lanczos downscale fragment stage.
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// 1 int + 3 floats = 16 bytes — meets Metal/Vulkan alignment.
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struct DownscaleUniforms {
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int algorithm; // 0 = Lanczos2 (ventana 2), 1 = Lanczos3 (ventana 3)
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float pad0;
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float pad1;
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float pad2;
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};
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namespace Rendering {
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/**
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@@ -99,18 +98,6 @@ namespace Rendering {
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// Activa/desactiva escalado entero (integer scale)
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void setScaleMode(bool integer_scale) override;
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// Establece factor de supersampling (1 = off, 3 = 3×SS)
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void setOversample(int factor) override;
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// Activa/desactiva interpolación LINEAR en el upscale (false = NEAREST)
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void setLinearUpscale(bool linear) override;
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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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// Selecciona el shader de post-procesado activo (POSTFX o CRTPI)
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void setActiveShader(ShaderType type) override;
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@@ -137,42 +124,30 @@ namespace Rendering {
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Uint32 num_uniform_buffers) -> SDL_GPUShader*;
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auto createPipeline() -> bool;
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auto createCrtPiPipeline() -> bool; // Pipeline dedicado para el shader CrtPi
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auto reinitTexturesAndBuffer() -> bool; // Recrea scene_texture_ y upload_buffer_
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auto recreateScaledTexture(int factor) -> bool; // Recrea scaled_texture_ para factor dado
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static auto calcSsFactor(float zoom) -> int; // Primer múltiplo de 3 >= zoom (mín 3)
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auto createCrtPiPipeline() -> bool; // Pipeline dedicado para el shader CrtPi
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auto reinitTexturesAndBuffer() -> bool; // Recrea scene_texture_ y upload_buffer_
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// Devuelve el mejor present mode disponible: IMMEDIATE > MAILBOX > VSYNC
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[[nodiscard]] auto bestPresentMode(bool vsync) const -> SDL_GPUPresentMode;
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SDL_Window* window_ = nullptr;
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SDL_GPUDevice* device_ = nullptr;
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SDL_GPUGraphicsPipeline* pipeline_ = nullptr; // PostFX pass (→ swapchain o → postfx_texture_)
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SDL_GPUGraphicsPipeline* crtpi_pipeline_ = nullptr; // CrtPi pass (→ swapchain directo, sin SS)
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SDL_GPUGraphicsPipeline* postfx_offscreen_pipeline_ = nullptr; // PostFX → postfx_texture_ (B8G8R8A8, solo con Lanczos)
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SDL_GPUGraphicsPipeline* upscale_pipeline_ = nullptr; // Upscale pass (solo con SS)
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SDL_GPUGraphicsPipeline* downscale_pipeline_ = nullptr; // Lanczos downscale (solo con SS + algo > 0)
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SDL_GPUTexture* scene_texture_ = nullptr; // Canvas del juego (game_width_ × game_height_)
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SDL_GPUTexture* scaled_texture_ = nullptr; // Upscale target (game×factor), solo con SS
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SDL_GPUTexture* postfx_texture_ = nullptr; // PostFX output a resolución escalada, solo con Lanczos
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SDL_GPUGraphicsPipeline* pipeline_ = nullptr; // PostFX pass → swapchain
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SDL_GPUGraphicsPipeline* crtpi_pipeline_ = nullptr; // CrtPi pass → swapchain
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SDL_GPUTexture* scene_texture_ = nullptr; // Canvas del juego (game_width_ × game_height_)
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SDL_GPUTransferBuffer* upload_buffer_ = nullptr;
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SDL_GPUSampler* sampler_ = nullptr; // NEAREST
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SDL_GPUSampler* linear_sampler_ = nullptr; // LINEAR
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SDL_GPUSampler* sampler_ = nullptr; // NEAREST
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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};
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PostFXUniforms uniforms_{.vignette_strength = 0.6F, .chroma_min = 0.15F, .scanline_strength = 0.7F, .screen_height = 192.0F, .pixel_scale = 1.0F, .chroma_max = 0.15F, .scan_dark_ratio = 0.333F, .scan_dark_floor = 0.42F, .scan_edge_soft = 1.0F};
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CrtPiUniforms crtpi_uniforms_{.scanline_weight = 6.0F, .scanline_gap_brightness = 0.12F, .bloom_factor = 3.5F, .input_gamma = 2.4F, .output_gamma = 2.2F, .mask_brightness = 0.80F, .curvature_x = 0.05F, .curvature_y = 0.10F, .mask_type = 2, .enable_scanlines = 1, .enable_multisample = 1, .enable_gamma = 1};
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ShaderType active_shader_ = ShaderType::POSTFX; // Shader de post-procesado activo
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int game_width_ = 0; // Dimensiones originales del canvas
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int game_height_ = 0;
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int ss_factor_ = 0; // Factor SS activo (3, 6, 9...) o 0 si SS desactivado
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int oversample_ = 1; // SS on/off (1 = off, >1 = on)
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int downscale_algo_ = 1; // 0 = bilinear legacy, 1 = Lanczos2, 2 = Lanczos3
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std::string driver_name_;
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std::string preferred_driver_; // Driver preferido; vacío = auto (SDL elige)
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bool is_initialized_ = false;
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bool vsync_ = true;
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bool integer_scale_ = false;
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bool linear_upscale_ = false; // Upscale NEAREST (false) o LINEAR (true)
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};
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} // namespace Rendering
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@@ -19,12 +19,19 @@ namespace Rendering {
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struct PostFXParams {
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float vignette = 0.0F; // Intensidad de la viñeta
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float scanlines = 0.0F; // Intensidad de las scanlines
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float chroma = 0.0F; // Aberración cromática
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// Aberració cromàtica — varia entre min i max via sinusoidal; si coincideixen
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// queda estàtica. min > 0 garanteix que la imatge mai sigui lliure de chroma.
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float chroma_min = 0.0F;
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float chroma_max = 0.0F;
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float mask = 0.0F; // Máscara de fósforo RGB
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float gamma = 0.0F; // Corrección gamma (blend 0=off, 1=full)
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float curvature = 0.0F; // Curvatura barrel CRT
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float bleeding = 0.0F; // Sangrado de color NTSC
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float flicker = 0.0F; // Parpadeo de fósforo CRT ~50 Hz
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// Forma de les scanlines — 3 subpíxels per fila lògica per defecte.
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float scan_dark_ratio = 0.333F; // fracció obscura (1/3)
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float scan_dark_floor = 0.42F; // brillantor subfila fosca
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float scan_edge_soft = 1.0F; // 0 = step dur; 1 = suavitzat 1 px físic
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};
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/**
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@@ -110,34 +117,6 @@ namespace Rendering {
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*/
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virtual void setScaleMode(bool /*integer_scale*/) {}
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/**
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* @brief Establece el factor de supersampling (1 = off, 3 = 3× SS)
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* Con factor > 1, la textura GPU se crea a game×factor resolución y
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* las scanlines se hornean en CPU (uploadPixels). El sampler usa LINEAR.
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*/
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virtual void setOversample(int /*factor*/) {}
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/**
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* @brief Activa/desactiva interpolación LINEAR en el paso de upscale (SS).
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* Por defecto NEAREST (false). Solo tiene efecto con supersampling activo.
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*/
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virtual void setLinearUpscale(bool /*linear*/) {}
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[[nodiscard]] virtual auto isLinearUpscale() const -> bool { return false; }
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/**
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* @brief Selecciona el algoritmo de downscale tras el PostFX (SS activo).
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* 0 = bilinear legacy (comportamiento actual, sin textura intermedia),
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* 1 = Lanczos2 (ventana 2, ~25 muestras), 2 = Lanczos3 (ventana 3, ~49 muestras).
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*/
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virtual void setDownscaleAlgo(int /*algo*/) {}
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[[nodiscard]] virtual auto getDownscaleAlgo() const -> int { return 0; }
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/**
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* @brief Devuelve las dimensiones de la textura de supersampling.
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* @return Par (ancho, alto) en píxeles; (0, 0) si SS está desactivado.
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*/
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[[nodiscard]] virtual auto getSsTextureSize() const -> std::pair<int, int> { return {0, 0}; }
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/**
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* @brief Verifica si el backend está usando aceleración por hardware
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* @return true si usa aceleración (OpenGL/Metal/Vulkan)
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