7.5 KiB
librashader
Mega Bezel SMOOTH-ADV on OpenGL 4.6
librashader (/ˈli:brəʃeɪdɚ/) is a preprocessor, compiler, and runtime for RetroArch 'slang' shaders, rewritten in pure Rust.
Supported Render APIs
librashader supports OpenGL 3, OpenGL 4.6, Vulkan, DirectX 11, and DirectX 12. Older versions of DirectX and OpenGL, as well as Metal, are not supported (but pull-requests are welcome).
API | Status | librashader feature |
---|---|---|
OpenGL 3.3+ | ✔ | gl |
OpenGL 4.6 | ✔ | gl |
Vulkan 1.3+ | ✔ | vk |
Direct3D11 | ✔ | d3d11 |
Direct3D12 | 🚧 | d3d12 |
OpenGL 2 | ❌ | |
DirectX 9 | ❌ | |
Metal | ❌ |
✔ = Render API is supported — 🚧 = Support is in progress — ❌ Render API is not supported
Usage
librashader provides both a Rust API under the librashader
crate, and a C API. Both APIs are first-class, fully supported.
The librashader C API is best used by linking statically with librashader_ld
, which implements a loader that dynamically
loads the librashader (librashader.so
or librashader.dll
) implementation in the search path. You may also link against
librashader_capi
directly at compile time with librashader.h
.
The C API currently does not expose the shader reflection API. Work is in progress to expose this to C. In the meanwhile, if you wish to implement a custom runtime for librashader, it will have to be done in Rust.
C ABI Compatibility
The recommended way of integrating librashader
is by the librashader_ld
single header library, ABI stability
is important to ensure that updates to librashader do not break existing consumers.
Pre-1.0, nothing is guaranteed to be stable, but the following APIs are unlikely to change their ABI unless otherwise indicated.
libra_preset_*
libra_error_*
The following APIs, mostly runtime, are more likely to change their ABI before a 1.0 release as I experiment with what works best.
libra_gl_*
libra_vk_*
libra_d3d11_*
libra_d3d12_*
If you do not mind linking against librashader_capi
directly, librashader.h
is unlikely to break API stability.
Compatibility
librashader implements the entire RetroArch shader pipeline and is highly compatible with existing shaders, but there are some deliberate differences in design choices that may potentially cause incompatiblities with certain shaders.
Please report an issue if you run into a shader that works in RetroArch, but not under librashader.
- Variables can only be bound in either the UBO or push constant block.
- RetroArch allows a variable to be present in both a push constant block and a UBO block at the same time. To make the implementation a little cleaner, librashader only allows a variable to be in either a push constant block or a UBO block. As far as I have tested, there are no shaders in libretro/slang-shaders that bind the same variable in both the push constant and the UBO block.
- Filter chains do not terminate at the backbuffer.
- Unlike RetroArch, librashader does not have full knowledge of the entire rendering state and is designed to be pluggable at any point in your render pipeline. Instead, filter chains terminate at a caller-provided output surface and viewport. It is the caller's responsibility to blit the surface back to the backbuffer.
- Runtime-specific differences
- OpenGL
- Copying of in-flight framebuffer contents to history is done via
glBlitFramebuffer
rather than drawing a quad into an intermediate FBO. - Sampler objects are used rather than
glTexParameter
. - Sampler inputs and outputs are not renamed. This is useful for debugging shaders in RenderDoc.
- UBO and Push Constant Buffer sizes are padded to 16-byte boundaries.
- Copying of in-flight framebuffer contents to history is done via
- OpenGL 4.6+
- All caveats from the OpenGL 3.3+ section should be considered.
- 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. - 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.
- Direct3D 11
- Framebuffer copies are done via
ID3D11DeviceContext::CopySubresourceRegion
rather than a CPU conversion + copy. - HDR10 support is not part of the shader runtime and is not supported.
- Framebuffer copies are done via
- Vulkan 1.3+
- The Vulkan runtime uses
VK_KHR_dynamic_rendering
. This extension must be enabled at device creation to use librashader. - UBOs use multiple discontiguous buffers. This may be improved in the future by switching to VMA rather than manually handling allocations.
- The Vulkan runtime uses
- OpenGL
Most, if not all shader presets should work fine on librashader. The runtime specific differences should not affect the output, and are more a heads-up for integrating librashader into your project.
Compatibility issues may arise with framebuffer copies for original history, but I have not found any yet;
if it does end up that this results in actual rendering differences I may change the implementation to be more in line
with RetroArch's copy implementation. However, since the Vulkan runtime already uses vkCmdCopyImage
it is likely that it will
not cause issues.
License
The core parts of librashader such as the preprocessor, the preset parser, the reflection library, and the runtimes, are all licensed under the Mozilla Public License version 2.0.
The librashader C API, i.e. its headers and definitions, not its implementation in librashader_capi
,
are more permissively licensed, and may allow you to use librashader in your permissively
licensed or proprietary project.
To facilitate easier use of librashader in projects incompatible with MPL-2.0, librashader_ld
implements a loader which thunks its calls to any librashader.so
or librashader.dll
library found in the load path. A non-MPL-2.0 compatible project may link against
librashader_ld
to use the librashader runtime, provided that librashader.so
or librashader.dll
are distributed under the restrictions of MPLv2.
Note that this means that if your project is not compatible with MPL-2.0, you can not distribute librashader.so
or librashader.dll
alongside your project. The end user must obtain the implementation of librashader themselves.
At your discretion, you may instead choose to distribute librashader
under the terms of GPLv3 rather than MPL-2.0