88 lines
5.2 KiB
Markdown
88 lines
5.2 KiB
Markdown
# librashader
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![crt-royale](https://user-images.githubusercontent.com/1000503/202991618-e3e38e05-f0de-429d-a3ee-4cd0b077f88f.png)
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<small>*crt-royale-fake-bloom*</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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Heavily WIP.
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## Supported Render APIs
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librashader supports OpenGL 3, OpenGL 4.6, Vulkan, DirectX 11, and DirectX 12. Support is WIP for all runtimes except OpenGL 3. Older versions
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of DirectX and OpenGL, as well as Metal, are not supported (but pull-requests are welcome).
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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 | ✔ | `gl46` |
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| Vulkan | 🚧 | `vk` |
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| Direct3D11 | ✔ | `d3d11` |
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| Direct3D12 | 🚧 | `d3d12` |
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| OpenGL 2 | ❌ | |
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| DirectX 9 | ❌ | |
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| Metal | ❌ | |
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## Usage
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🚧 *`librashader_ld` is WIP* 🚧
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librashader provides both a Rust API under the `librashader` crate, and a C API. Both APIs are first-class, fully supported.
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The librashader C API is best used by linking statically with `librashader_ld`, which implements a loader that dynamically
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loads the librashader (`librashader.so` or `rashader.dll`) implementation in the search path.
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Note that the Rust crate requires nightly Rust to build.
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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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but there are some deliberate differences in design choices that may potentially cause incompatiblities with certain
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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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* Variables can only be bound in *either* the UBO or push constant block.
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* RetroArch allows a variable to be present in both a push constant block and a UBO block at the same time. To make the
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implementation a little cleaner, librashader only allows a variable to be in *either* a push constant block or a UBO
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block. As far as I have tested, there are no shaders in [libretro/slang-shaders](https://github.com/libretro/slang-shaders)
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that bind the same variable in both the push constant and the UBO block.
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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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* Runtime-specific differences
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* OpenGL
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* Copying of in-flight framebuffer contents 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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* 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 recent GPUs, this may improve performance.
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* Direct3D 11
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* The staging buffer is not kept around when loading static textures (LUTs).
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* HDR10 support is not part of the shader runtime and is not supported.
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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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## 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` or `rashader.dll`
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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` or `rashader.dll`
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are distributed under the restrictions of MPLv2*.
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Note that this means that if your project is not compatible with MPL-2.0, you **can not distribute `librashader.so` or `rashader.dll`**
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alongside your project. The end user must obtain the implementation of librashader themselves.
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At your discretion, you may instead choose to distribute `librashader` under the terms of GPLv3 rather than MPL-2.0 |