librashader

gameboy-player-crt-royale

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.

Latest Version Docs License Nightly 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.

Building

For Rust projects, simply add the crate to your Cargo.toml cargo add librashader

To build the C compatible dynamic library, cargo-post is required.

cargo post build --release --package librashader-capi

This will output a librashader.dll or librashader.so in the target folder.

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.

The following APIs, mostly runtime, are more likely to change their ABI before a 1.0 release as I experiment with what works best.

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.

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