309 lines
19 KiB
Markdown
309 lines
19 KiB
Markdown
# librashader
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![Mega Bezel SMOOTH-ADV](https://raw.githubusercontent.com/SnowflakePowered/librashader/master/shader_triangle.png)
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<small>*Mega Bezel SMOOTH-ADV on DirectX 11*</small>
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librashader (*/ˈli:brəʃeɪdɚ/*) is a preprocessor, compiler, and runtime for RetroArch 'slang' shaders, rewritten in pure Rust.
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[![Latest Version](https://img.shields.io/crates/v/librashader.svg)](https://crates.io/crates/librashader) [![Docs](https://docs.rs/librashader/badge.svg)](https://docs.rs/librashader) [![build result](https://build.opensuse.org/projects/home:chyyran:librashader/packages/librashader/badge.svg)](https://software.opensuse.org//download.html?project=home%3Achyyran%3Alibrashader&package=librashader)
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![License](https://img.shields.io/crates/l/librashader)
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![Nightly rust](https://img.shields.io/badge/rust-nightly-orange.svg) ![Stable rust](https://img.shields.io/badge/rust-1.77-blue.svg)
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## Installation
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For end-users, librashader is available from the [Open Build Service](https://software.opensuse.org//download.html?project=home%3Achyyran%3Alibrashader&package=librashader) for a variety of Linux distributions and platforms.
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Windows and macOS users can grab the latest binaries from [GitHub Releases](https://github.com/SnowflakePowered/librashader/releases).
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## Supported Render APIs
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librashader supports all modern graphics runtimes, including wgpu, Vulkan, OpenGL 3.3+ and 4.6 (with DSA),
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Direct3D 11, Direct3D 12, and Metal.
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librashader does not support legacy render APIs such as older versions of OpenGL or Direct3D, except for limited
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support for Direct3D 9.
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| **API** | **Status** | **`librashader` feature** |
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|-------------|------------|--------------------------|
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| OpenGL 3.3+ | ✅ | `gl` |
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| OpenGL 4.6 | ✅ | `gl` |
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| Vulkan | ✅ | `vk` |
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| Direct3D 9 | 🆗️ |`d3d9` |
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| Direct3D 11 | ✅ | `d3d11` |
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| Direct3D 12 | ✅ | `d3d12` |
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| Metal | ✅ | `metal` |
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| wgpu | 🆗 | `wgpu` |
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✅ Full Support — 🆗 Secondary Support
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Shader compatibility is not guaranteed on render APIs with secondary support.
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wgpu has restrictions on shaders that can not be converted to WGSL, such as those that use `inverse`. Direct3D 9 does not support
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shaders that need Direct3D 10+ only features, or shaders that can not be compiled to [Shader Model 3.0](https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/shader-model-3).
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## Usage
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librashader provides both a Rust API under the `librashader` crate, and a C API. Both APIs are first-class and fully supported.
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The C API is geared more towards integration with existing projects. The Rust `librashader` crate exposes more
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of the internals if you wish to use parts of librashader piecemeal.
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The librashader C API is best used by including `librashader_ld.h` in your project, which implements a loader that dynamically
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loads the librashader (`librashader.so`, `librashader.dll`, or `librashader.dylib`) implementation in the search path.
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### C compatibility
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The recommended way of integrating `librashader` is by the `librashader_ld` single header library which implements
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a dynamic loader for `librashader.dll` / `librashader.so` / `librashader.dylib`. See the [versioning policy](https://github.com/SnowflakePowered/librashader#versioning)
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for details on how librashader handles C ABI and API stability with regards to library updates. You can also link dynamically
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with just `librashader.h` and the equivalent of `-lrashader`.
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Linking statically against `librashader.h` is possible, but is not officially supported. You will need to ensure
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linkage parameters are correct in order to successfully link with `librashader.lib` or `librashader.a`.
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The [corrosion](https://github.com/corrosion-rs/) CMake package is highly recommended.
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### Thread safety
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Except for the Metal runtime, in general, it is **safe** to create a filter chain instance from a different thread, but drawing frames requires
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**external synchronization** of the filter chain object.
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Filter chains can be created from any thread, but requires external synchronization of the graphics device queue where applicable
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(in Direct3D 11, the immediate context is considered the graphics device queue), as loading LUTs requires command submission to the GPU.
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Initialization of GPU resources may be deferred asynchronously using the `filter_chain_create_deferred` functions, but the caller is responsible for
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submitting the recorded commands to the graphics device queue, and **ensuring that the work is complete** before drawing shader pass frames.
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OpenGL has an additional restriction where creating the filter chain instance in a different thread is safe **if and only if**
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the thread local OpenGL context is initialized to the same context as the drawing thread. Support for deferral of GPU resource initialization
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is not available to OpenGL.
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The Metal runtime is **not thread safe**. However you can still defer submission of GPU resource initialization through the
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`filter_chain_create_deferred` function.
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The Direct3D 9 API is not thread safe, unless `D3DCREATE_MULTITHREADED` is enabled at device creation.
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### Quad vertices and rotations
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All runtimes render intermediate passes with an identity matrix MVP and a VBO for with range `[-1, 1]`. The final pass uses a
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Quad VBO with range `[0, 1]` and the following projection matrix by default.
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```rust
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static DEFAULT_MVP: &[f32; 16] = &[
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2.0, 0.0, 0.0, 0.0,
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0.0, 2.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 0.0,
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-1.0, -1.0, 0.0, 1.0,
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];
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```
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As with RetroArch, a rotation on this MVP will be applied only on the final pass for these runtimes. This is the only way to
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pass orientation information to shaders.
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### Writing a librashader Runtime
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If you wish to contribute a runtime implementation not already available, see the [librashader-runtime](https://docs.rs/librashader-runtime/latest/librashader_runtime/)
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crate for helpers and shared logic used across all librashader runtime implementations. Using these helpers and traits will
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ensure that your runtime has consistent behaviour for uniform and texture semantics bindings with the existing librashader runtimes.
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These types should not be exposed to the end user in the runtime's public API, and should be kept internal to the implementation of
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the runtime.
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## Command-line interface
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librashader provides a command-line interface to reflect and debug 'slang' shaders and presets.
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```
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Usage: librashader-cli <COMMAND>
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Commands:
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render Render a shader preset against an image
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compare Compare two runtimes and get a similarity score between the two runtimes rendering the same frame
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parse Parse a preset and get a JSON representation of the data
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preprocess Get the raw GLSL output of a preprocessed shader
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transpile Transpile a shader in a given preset to the given format
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reflect Reflect the shader relative to a preset, giving information about semantics used in a slang shader
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help Print this message or the help of the given subcommand(s)
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Options:
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-h, --help Print help
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-V, --version Print version
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```
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For more information, see [`CLI.md`](https://github.com/SnowflakePowered/librashader/blob/master/CLI.md).
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## Building
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For Rust projects, simply add the crate to your `Cargo.toml`.
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```
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cargo add librashader
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```
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To build the C compatible dynamic library, run the build script.
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```
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cargo run -p librashader-build-script -- --profile optimized
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```
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This will output a `librashader.dll` or `librashader.so` in the target folder. Profile can be `debug`, `release`, or
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`optimized` for full LTO.
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While librashader has no build-time dependencies, using `librashader_ld.h` may require headers from
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the relevant runtime graphics API.
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### Building against stable Rust
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While librashader is intended to be used with nightly Rust until [required features](https://github.com/SnowflakePowered/librashader/issues/55) are stabilized, it supports being
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built with stable Rust with the `stable` feature.
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```toml
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librashader = { features = ["stable"] }
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```
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If building the C API, the `--stable` flag in the build script will enable the `stable` feature.
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```
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cargo +stable run -p librashader-build-script -- --profile optimized --stable
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```
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There are some caveats when building against stable Rust, such that building librashader against nightly Rust is still highly encouraged.
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* C headers will not be regenerated when building with the `stable` feature.
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* There is a minor performance hit in initial shader compilation when building against stable Rust. This is due to boxed trait objects being used instead of `impl Trait`.
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* A higher MSRV is required when building against stable Rust.
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When the `trait_alias_impl_trait` feature is stabilized, the `stable` feature will be removed.
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## Examples
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The following Rust examples show how to use each librashader runtime.
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* [Vulkan](https://github.com/SnowflakePowered/librashader/blob/master/librashader-runtime-vk/tests/triangle.rs)
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* [OpenGL](https://github.com/SnowflakePowered/librashader/blob/master/librashader-runtime-gl/tests/triangle.rs)
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* [Direct3D 11](https://github.com/SnowflakePowered/librashader/blob/master/librashader-runtime-d3d11/tests/triangle.rs)
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* [Direct3D 12](https://github.com/SnowflakePowered/librashader/blob/master/librashader-runtime-d3d12/tests/triangle.rs)
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* [wgpu](https://github.com/SnowflakePowered/librashader/blob/master/librashader-runtime-wgpu/tests/hello_triangle.rs)
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* [Direct3D 9](https://github.com/SnowflakePowered/librashader/blob/master/librashader-runtime-d3d9/tests/triangle.rs)
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Some basic examples on using the C API are also provided.
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* [Direct3D 11](https://github.com/SnowflakePowered/librashader/tree/master/test/capi-tests/librashader-capi-tests)
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* [Metal with Objective-C](https://github.com/SnowflakePowered/librashader/tree/master/test/capi-tests/objctest)
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## Compatibility
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librashader implements the entire RetroArch shader pipeline and is highly compatible with existing shaders.
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Please report an issue if you run into a shader that works in RetroArch, but not under librashader.
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* Filter chains do not terminate at the backbuffer.
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* Unlike RetroArch, librashader does not have full knowledge of the entire rendering state and is designed to be pluggable
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at any point in your render pipeline. Instead, filter chains terminate at a caller-provided output surface and viewport.
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It is the caller's responsibility to blit the surface back to the backbuffer.
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* Shaders are compiled in parallel where possible. This should noticeably decrease preset compile times.
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Parallel shader compilation is not available to OpenGL.
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* HDR10 support is not part of any shader runtime and is not supported by librashader.
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* For performance reasons, mipmaps are never generated for the input texture. In theory, this means that
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presets with `mipmap_input0 = "true"` will not get a mipmapped input. In practice, no known shader presets set
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`mipmap_input0 = "true"`.
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* The preset parser is a substantially stricter implementation that the one in RetroArch. Not all shader presets may be
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compatible. If you find this is the case, please file an issue so a workaround can be added.
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* Shaders are [pre-linked at the SPIR-V level](https://github.com/SnowflakePowered/librashader/blob/master/librashader-reflect/src/front/spirv_passes/link_input_outputs.rs) before being
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passed to the driver. Unused inputs in the fragment shader are removed, and the corresponding input in the vertex shader
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is downgraded to a global variable.
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### Runtime specific differences
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* OpenGL
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* Copying of in-flight framebuffer contents to history is done via `glBlitFramebuffer` rather than drawing a quad into an intermediate FBO.
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* Sampler objects are used rather than `glTexParameter`.
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* Sampler inputs and outputs are not renamed. This is useful for debugging shaders in RenderDoc.
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* UBO and Push Constant Buffer sizes are padded to 16-byte boundaries.
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* The OpenGL runtime uses the same VBOs as the other runtimes as well as the identity matrix MVP for intermediate passes. RetroArch's OpenGL driver uses only the final VBO.
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* OpenGL 4.6+
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* All caveats from the OpenGL 3.3+ section should be considered.
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* Should work on OpenGL 4.5 but this is not guaranteed. The OpenGL 4.6 runtime may eventually switch to using `ARB_spirv_extensions` for loading shaders, and this will not be marked as a breaking change.
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* The OpenGL 4.6 runtime uses Direct State Access to minimize changes to the OpenGL state. For GPUs released within the last 5 years, this may improve performance.
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* The OpenGL runtime uses the same VBOs as the other runtimes as well as the identity matrix MVP for intermediate passes. RetroArch's OpenGL driver uses only the final VBO.
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* Vulkan
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* The Vulkan runtime can use [`VK_KHR_dynamic_rendering`](https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VK_KHR_dynamic_rendering.html).
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This extension must be enabled at device creation.
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Dynamic rendering may have improved performance when enabled, and supported by the host hardware.
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* Allocations within the runtime are done through [gpu-allocator](https://github.com/Traverse-Research/gpu-allocator) rather than handled manually.
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* Direct3D 11
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* Framebuffer copies are done via `ID3D11DeviceContext::CopySubresourceRegion` rather than a CPU conversion + copy.
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* Direct3D 12
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* The Direct3D 12 runtime uses [render passes](https://learn.microsoft.com/en-us/windows/win32/direct3d12/direct3d-12-render-passes). This feature has been available since Windows 10 version 1809,
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which was released in late 2018.
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* For maximum compatibility with shaders, a shader compile pipeline based on [`spirv-to-dxil`](https://github.com/SnowflakePowered/spirv-to-dxil-rs) is used, with the SPIRV-Cross HLSL pipeline used as a fallback.
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This brings shader compatibility beyond what the RetroArch Direct3D 12 driver provides. The HLSL pipeline fallback may be removed in the future as `spirv-to-dxil` improves.
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* The Direct3D 12 runtime requires `dxcompiler.dll` from the [DirectX Shader Compiler](https://github.com/microsoft/DirectXShaderCompiler), which may already be installed as part of Direct3D12. `dxil.dll` is not required.
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* Metal
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* The Metal runtime uses the same VBOs as the other runtimes as well as the identity matrix MVP for intermediate passes. RetroArch's Metal driver uses only the final VBO.
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Most, if not all shader presets should work fine on librashader. The runtime specific differences should not affect the output,
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and are more a heads-up for integrating librashader into your project.
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## Versioning
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[![Latest Version](https://img.shields.io/crates/v/librashader.svg)](https://crates.io/crates/librashader)
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![C ABI](https://img.shields.io/badge/ABI%20version-2-yellowgreen)
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![C API](https://img.shields.io/badge/API%20version-1-blue)
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librashader typically follows [Semantic Versioning](https://semver.org/) with respect to the Rust API, where a minor version
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number bump indicates a 'breaking change' during `0.x.y`, and a non-'breaking change' after `1.x.y`. However, a
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"breaking change" that results in a version number bump does not correspond to a break in the C API after version 0.1.0.
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The C API is instead versioned separately with two monotonically increasing version numbers exported to the librashader
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C headers
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- [`LIBRASHADER_CURRENT_VERSION`](https://github.com/SnowflakePowered/librashader/blob/f8de1fa2ee75270e5655284edf39ea070d6ec6f5/librashader-capi/src/version.rs#L16) specifies the *API* version exported by the librashader implementation.
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- [`LIBRASHADER_CURRENT_ABI`](https://github.com/SnowflakePowered/librashader/blob/f8de1fa2ee75270e5655284edf39ea070d6ec6f5/librashader-capi/src/version.rs#L29) specifies the *ABI* version exported by the librashader implementation.
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An increase in `LIBRASHADER_CURRENT_VERSION` is guaranteed to be **backwards compatible for the same `LIBRASHADER_CURRENT_ABI`**.
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It somewhat corresponds to a "minor" version in semantic versioning terminology, except that it is always monotonically increasing.
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Backwards-compatible additions to the C API will result in an increase to `LIBRASHADER_CURRENT_VERSION`.
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APIs introduced after a certain `LIBRASHADER_CURRENT_VERSION` **may or may not** be available to prior versions. In particular, new features enabled by
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filter or frame option structs **require `LIBRASHADER_CURRENT_VERSION` be the greater than or equal** to the version in which the option was
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introduced, or a default value will be passed, which may or may not enable the feature depending on backwards compatibility for
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that particular feature.
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Any change to `LIBRASHADER_CURRENT_ABI` indicates a **breaking change** for the C **ABI**. For safety reasons, `librashader_ld.h`
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will check to ensure that `LIBRASHADER_CURRENT_ABI` matches that of the loaded librashader binary. If it does not match,
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librashader will not load. A value of `0` for `LIBRASHADER_CURRENT_ABI` indicates the "null" instance where every operation
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is a no-op, which occurs if no compatible librashader implementation could be found.
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The `SONAME` of `librashader.so` when installed via package manager is set to `LIBRASHADER_CURRENT_ABI`.
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The above does not apply to releases of librashader prior to `0.1.0`, which were allowed to break API and ABI compatibility
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in both the Rust and C API without an increase to either `LIBRASHADER_CURRENT_VERSION` or `LIBRASHADER_CURRENT_ABI`.
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The ABI version was bumped from `1` to `2` with librashader `0.5.0`. See [`MIGRATION-ABI2.md`](https://github.com/SnowflakePowered/librashader/blob/master/MIGRATION-ABI2.md)
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for migration instructions.
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### MSRV Policy
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When building against nightly Rust, the following MSRV policy is enforced for unstable library features.
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* Windows and macOS: **latest** nightly
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* Linux: **1.76**
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A CI job runs weekly to ensure librashader continues to build on nightly.
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Building against stable Rust requires a higher MSRV.
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* All platforms: **1.77**
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Note that the MSRV is only intended to ease distribution on Linux when building against nightly Rust or with `RUSTC_BOOTSTRAP=1`, and is allowed to change any time.
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It generally tracks the latest version of Rust available in the latest version of Ubuntu, but this may change with no warning in a patch release.
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## License
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The core parts of librashader such as the preprocessor, the preset parser,
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the reflection library, and the runtimes, are all licensed under the Mozilla Public License version 2.0.
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The librashader C API, i.e. its headers and definitions, *not its implementation in `librashader-capi`*,
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are more permissively licensed, and may allow you to use librashader in your permissively
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licensed or proprietary project.
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To facilitate easier use of librashader in projects incompatible with MPL-2.0, `librashader_ld`
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implements a loader which thunks its calls to any `librashader.so`, `librashader.dll`, or `librashader.dylib`.
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library found in the load path. A non-MPL-2.0 compatible project may link against
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`librashader_ld` to use the librashader runtime, *provided that `librashader.so`, `librashader.dll` or `librashader.dylib`
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are distributed under the restrictions of MPLv2*.
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Note that this means that if your project is unable to comply with the requirements of MPL-2.0,
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you **can not distribute `librashader.so`, `librashader.dll` or `librashader.dylib`** alongside your project.
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The end user must obtain the implementation of librashader themselves. For more information,
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see the [MPL 2.0 FAQ](https://www.mozilla.org/en-US/MPL/2.0/FAQ/).
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At your discretion, you may instead choose to distribute `librashader` under the terms of GPLv3 rather than MPL-2.0. |