ry-gfx 0.10.8

Ry Graphics Layer - SDL2 Backend + GPU Instancing + FSR 1.0 for Termux and low-end devices
Documentation
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// crates/ry-gfx/src/fsr.rs
// FSR 1.0 - FidelityFX Super Resolution (2D Simplificado)
// v0.15.0 - FBO render-to-texture + upscaling completo funcional

use gl;
use gl::types::GLuint;
use std::ffi::CString;

// Shaders embebidos en el binario
const FSR_UPSCALE_SRC: &str = include_str!("../shaders/fsr_upscale.glsl");
const FSR_SHARPEN_SRC: &str = include_str!("../shaders/fsr_sharpen.glsl");

// Vertex shader genérico para fullscreen quad
const FSR_VS_SRC: &str = r#"#version 330 core
layout(location=0) in vec3 aPos;
out vec2 vUV;
void main(){
    gl_Position = vec4(aPos.xy, 0.0, 1.0);
    vUV = aPos.xy * 0.5 + 0.5;
}"#;

/// Calidad FSR
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum FsrQuality {
    Performance, // 0.5x (720p → 1080p) +50% FPS
    Balanced,    // 0.66x (900p → 1080p) +30% FPS
    Quality,     // 0.75x (1080p → 1440p) +20% FPS
}

impl FsrQuality {
    /// Obtener scale factor
    pub fn scale(&self) -> f32 {
        match self {
            FsrQuality::Performance => 0.5,
            FsrQuality::Balanced => 0.66,
            FsrQuality::Quality => 0.75,
        }
    }

    /// Obtener sharpness recomendado
    pub fn sharpness(&self) -> f32 {
        match self {
            FsrQuality::Performance => 0.7, // Más sharpen para compensar upscale
            FsrQuality::Balanced => 0.5,
            FsrQuality::Quality => 0.3,
        }
    }
}

/// FSR Upscaler para 2D
pub struct FsrUpscaler {
    program: GLuint,
    vao: GLuint,
    vbo: GLuint,
    input_size_loc: i32,
    output_size_loc: i32,
    texel_size_loc: i32,
    sharpness_loc: i32,
    quality: FsrQuality,
    enabled: bool,
}

/// Framebuffer Object para render-to-texture
pub struct FboFrame {
    fbo: GLuint,
    texture: GLuint,
    rbo: GLuint, // renderbuffer para depth/stencil
    width: u32,
    height: u32,
}

impl FsrUpscaler {
    /// Crear FSR upscaler
    pub fn new() -> Result<Self, String> {
        // Crear fullscreen quad
        let (vao, vbo) = Self::create_quad();

        // Cargar shaders: VS genérico + FS upscale (que incluye sharpen integrado)
        let program = Self::load_shaders_from_src(FSR_VS_SRC, FSR_UPSCALE_SRC)?;

        // Obtener uniform locations
        unsafe {
            gl::UseProgram(program);
            let input_size_loc =
                gl::GetUniformLocation(program, b"inputSize\0".as_ptr() as *const _);
            let output_size_loc =
                gl::GetUniformLocation(program, b"outputSize\0".as_ptr() as *const _);
            let texel_size_loc =
                gl::GetUniformLocation(program, b"texelSize\0".as_ptr() as *const _);
            let sharpness_loc =
                gl::GetUniformLocation(program, b"sharpness\0".as_ptr() as *const _);
            gl::UseProgram(0);

            Ok(Self {
                program,
                vao,
                vbo,
                input_size_loc,
                output_size_loc,
                texel_size_loc,
                sharpness_loc,
                quality: FsrQuality::Performance,
                enabled: true,
            })
        }
    }

    /// Crear fullscreen quad
    fn create_quad() -> (GLuint, GLuint) {
        unsafe {
            let (mut vao, mut vbo) = (0, 0);
            gl::GenVertexArrays(1, &mut vao);
            gl::GenBuffers(1, &mut vbo);

            gl::BindVertexArray(vao);
            gl::BindBuffer(gl::ARRAY_BUFFER, vbo);

            // Fullscreen quad vertices
            let vertices: [f32; 18] = [
                -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, 1.0, 0.0,
                -1.0, 1.0, 0.0,
            ];

            gl::BufferData(
                gl::ARRAY_BUFFER,
                (vertices.len() * 4) as isize,
                vertices.as_ptr() as *const _,
                gl::STATIC_DRAW,
            );

            gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, 0, std::ptr::null());
            gl::EnableVertexAttribArray(0);

            gl::BindVertexArray(0);
            (vao, vbo)
        }
    }

    /// Cargar shaders desde strings embebidas
    fn load_shaders_from_src(vertex_source: &str, fragment_source: &str) -> Result<GLuint, String> {
        unsafe {
            let vertex_shader =
                Self::compile_shader(gl::VERTEX_SHADER, vertex_source, "Vertex shader")?;
            let fragment_shader =
                Self::compile_shader(gl::FRAGMENT_SHADER, fragment_source, "Fragment shader")?;

            let program = gl::CreateProgram();
            gl::AttachShader(program, vertex_shader);
            gl::AttachShader(program, fragment_shader);
            gl::LinkProgram(program);

            let mut success = 0;
            gl::GetProgramiv(program, gl::LINK_STATUS, &mut success);
            if success == 0 {
                let mut len = 0;
                gl::GetProgramiv(program, gl::INFO_LOG_LENGTH, &mut len);
                let mut buf = vec![0u8; len as usize];
                gl::GetProgramInfoLog(program, len, &mut len, buf.as_mut_ptr() as *mut _);
                let msg = String::from_utf8_lossy(&buf[..len as usize]);
                gl::DeleteProgram(program);
                return Err(format!("Error linkeando programa: {}", msg));
            }

            gl::DetachShader(program, vertex_shader);
            gl::DetachShader(program, fragment_shader);
            gl::DeleteShader(vertex_shader);
            gl::DeleteShader(fragment_shader);

            Ok(program)
        }
    }

    /// Compilar shader
    fn compile_shader(shader_type: GLuint, source: &str, name: &str) -> Result<GLuint, String> {
        unsafe {
            let shader = gl::CreateShader(shader_type);
            let c_str = CString::new(source).unwrap();
            gl::ShaderSource(shader, 1, &c_str.as_ptr(), std::ptr::null());
            gl::CompileShader(shader);

            let mut success = 0;
            gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut success);
            if success == 0 {
                let mut len = 0;
                gl::GetShaderiv(shader, gl::INFO_LOG_LENGTH, &mut len);
                let mut buf = vec![0u8; len as usize];
                gl::GetShaderInfoLog(shader, len, &mut len, buf.as_mut_ptr() as *mut _);
                let msg = String::from_utf8_lossy(&buf[..len as usize]);
                gl::DeleteShader(shader);
                return Err(format!("Error compilando {}: {}", name, msg));
            }

            Ok(shader)
        }
    }

    /// Render FSR upscale + sharpen
    pub fn render(&self, input_texture: GLuint, input_size: (u32, u32), output_size: (u32, u32)) {
        if !self.enabled {
            return;
        }

        unsafe {
            // Usar programa FSR
            gl::UseProgram(self.program);

            // Set uniforms
            gl::Uniform2f(
                self.input_size_loc,
                input_size.0 as f32,
                input_size.1 as f32,
            );
            gl::Uniform2f(
                self.output_size_loc,
                output_size.0 as f32,
                output_size.1 as f32,
            );
            gl::Uniform2f(
                self.texel_size_loc,
                1.0 / output_size.0 as f32,
                1.0 / output_size.1 as f32,
            );
            gl::Uniform1f(self.sharpness_loc, self.quality.sharpness());

            // Bind input texture
            gl::ActiveTexture(gl::TEXTURE0);
            gl::BindTexture(gl::TEXTURE_2D, input_texture);

            // Render fullscreen quad
            gl::BindVertexArray(self.vao);
            gl::DrawArrays(gl::TRIANGLES, 0, 6);
            gl::BindVertexArray(0);

            gl::UseProgram(0);
        }
    }

    /// Set calidad
    pub fn set_quality(&mut self, quality: FsrQuality) {
        self.quality = quality;
    }

    /// Obtener calidad actual
    pub fn quality(&self) -> FsrQuality {
        self.quality
    }

    /// Toggle on/off
    pub fn set_enabled(&mut self, enabled: bool) {
        self.enabled = enabled;
    }

    /// Verificar si está activo
    pub fn is_enabled(&self) -> bool {
        self.enabled
    }

    /// Cycle quality modes
    pub fn cycle_quality(&mut self) {
        self.quality = match self.quality {
            FsrQuality::Performance => FsrQuality::Balanced,
            FsrQuality::Balanced => FsrQuality::Quality,
            FsrQuality::Quality => FsrQuality::Performance,
        };
    }
}

// ============================================================================
// FBO FRAME - Render to Texture para FSR
// ============================================================================

impl FboFrame {
    /// Crear framebuffer para render-to-texture
    pub fn new(width: u32, height: u32) -> Result<Self, String> {
        unsafe {
            let mut fbo = 0;
            let mut texture = 0;
            let mut rbo = 0;

            // Crear framebuffer
            gl::GenFramebuffers(1, &mut fbo);
            gl::BindFramebuffer(gl::FRAMEBUFFER, fbo);

            // Crear textura para color
            gl::GenTextures(1, &mut texture);
            gl::BindTexture(gl::TEXTURE_2D, texture);
            gl::TexImage2D(
                gl::TEXTURE_2D,
                0,
                gl::RGBA as i32,
                width as i32,
                height as i32,
                0,
                gl::RGBA,
                gl::UNSIGNED_BYTE,
                std::ptr::null(),
            );
            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as i32);
            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);
            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32);
            gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as i32);

            // Adjuntar textura al framebuffer
            gl::FramebufferTexture2D(
                gl::FRAMEBUFFER,
                gl::COLOR_ATTACHMENT0,
                gl::TEXTURE_2D,
                texture,
                0,
            );

            // Crear renderbuffer para depth/stencil
            gl::GenRenderbuffers(1, &mut rbo);
            gl::BindRenderbuffer(gl::RENDERBUFFER, rbo);
            gl::RenderbufferStorage(
                gl::RENDERBUFFER,
                gl::DEPTH24_STENCIL8,
                width as i32,
                height as i32,
            );
            gl::FramebufferRenderbuffer(
                gl::FRAMEBUFFER,
                gl::DEPTH_STENCIL_ATTACHMENT,
                gl::RENDERBUFFER,
                rbo,
            );

            // Verificar completitud
            if gl::CheckFramebufferStatus(gl::FRAMEBUFFER) != gl::FRAMEBUFFER_COMPLETE {
                return Err("Framebuffer incompleto".to_string());
            }

            // Unbind
            gl::BindFramebuffer(gl::FRAMEBUFFER, 0);
            gl::BindRenderbuffer(gl::RENDERBUFFER, 0);

            Ok(Self {
                fbo,
                texture,
                rbo,
                width,
                height,
            })
        }
    }

    /// Bind el framebuffer para renderizar
    pub fn bind(&self) {
        unsafe {
            gl::BindFramebuffer(gl::FRAMEBUFFER, self.fbo);
            gl::Viewport(0, 0, self.width as i32, self.height as i32);
        }
    }

    /// Unbind (volver al framebuffer default)
    pub fn unbind(&self, screen_width: u32, screen_height: u32) {
        unsafe {
            gl::BindFramebuffer(gl::FRAMEBUFFER, 0);
            gl::Viewport(0, 0, screen_width as i32, screen_height as i32);
        }
    }

    /// Obtener texture ID
    pub fn texture(&self) -> GLuint {
        self.texture
    }

    /// Obtener dimensiones
    pub fn size(&self) -> (u32, u32) {
        (self.width, self.height)
    }
}

impl Drop for FboFrame {
    fn drop(&mut self) {
        unsafe {
            gl::DeleteFramebuffers(1, &self.fbo);
            gl::DeleteTextures(1, &self.texture);
            gl::DeleteRenderbuffers(1, &self.rbo);
        }
    }
}

impl Drop for FsrUpscaler {
    fn drop(&mut self) {
        unsafe {
            gl::DeleteProgram(self.program);
            gl::DeleteVertexArrays(1, &self.vao);
            gl::DeleteBuffers(1, &self.vbo);
        }
    }
}

#[cfg(test)]
mod tests {
    use super::*;

    #[test]
    fn test_quality_scale() {
        assert_eq!(FsrQuality::Performance.scale(), 0.5);
        assert_eq!(FsrQuality::Balanced.scale(), 0.66);
        assert_eq!(FsrQuality::Quality.scale(), 0.75);
    }

    #[test]
    fn test_quality_sharpness() {
        assert!(FsrQuality::Performance.sharpness() > FsrQuality::Quality.sharpness());
    }
}