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.
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
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.
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.
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.
glBlitFramebuffer
rather than drawing a quad into an intermediate FBO.glTexParameter
.ARB_spirv_extensions
for loading shaders, and this will not be marked as a breaking change.ID3D11DeviceContext::CopySubresourceRegion
rather than a CPU conversion + copy.VK_KHR_dynamic_rendering
. This extension must be enabled at device creation to use librashader.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.
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