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Spider Car Unleashed
CLOSES #1483, CLOSES #1610, CLOSES #1615, CLOSES #1646, CLOSES #1649, CLOSES #1651, CLOSES #1653, CLOSES #1656, CLOSES #1683, CLOSES #1685, CLOSES #1686, CLOSES #1687, CLOSES #1688, CLOSES #1689, CLOSES #1690, CLOSES #1693, CLOSES #1694, CLOSES #1695, CLOSES #1696, CLOSES #1702, CLOSES #1704, CLOSES #1705, CLOSES #1706, CLOSES #1707, CLOSES #1708, CLOSES #1710, CLOSES #1711, CLOSES #1712, CLOSES #1713, CLOSES #1716, CLOSES #1717, CLOSES #1718, CLOSES #1719, CLOSES #1720, CLOSES #1721, CLOSES #1725, CLOSES #1732, CLOSES #1745, CLOSES #1748, CLOSES #1749, CLOSES #1751, CLOSES #1754
This commit is contained in:
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# ShaderFX: runtime slang shader presets
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ShaderFX plays real libretro `.slangp` shader presets over the finished frame.
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It replaced `src/render/GBCFX.lua`, a hand-ported fixed four-level effect, with
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a picker: any preset the player drops in a folder, or any preset pulled from
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the RetroArch buildbot, can be selected and run. Engine:
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`src/render/ShaderFX.lua` (discovery, download, translation call, pass-graph
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runtime, render entry point), `src/render/ShaderFixup.lua` (GLSL rewrites),
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`src/render/ShaderSourcePatches.lua` (pre-translation source patches),
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`src/core/Sensors.lua` (accelerometer and gyroscope), `src/ui/ShaderFXScreen.lua`
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(the picker), `src/ui/ShaderFXParamsScreen.lua` (per-preset parameter editor),
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`tools/shaderfx-bridge/` (the Rust translator). Call sites:
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`src/render/Renderer.lua` (Gen 1) and `src/core/Game2.lua` (Gen 2), both at the
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end of the frame. Drivers: `tests/drivers/gold_shaderfx_zoom_sizing_test.lua`,
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`tests/drivers/gold_shaderfx_menu_black_crop_test.lua`.
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This is first-party engine code, not a mod. It calls the native translator
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directly through `ffi.load`, with no `Sandbox.lua`, no `native` permission
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declaration, and no mod boundary. Mods do not get that, and the distinction is
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deliberate: the upstream maintainer will not accept `native` in mods.
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## What a player sees
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**OPTIONS** carries two rows, `SHADER FX` and `SHADER FX 2`. Each opens the
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same pushed list screen (`ShaderFXScreen`) on a different slot. The list is
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`OFF`, then every `.slangp` found on disk, then a permanent `DOWNLOAD SHADERS`
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action row at the bottom.
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A preset that has never been translated draws muted with a `CONVERT` hint on
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the right. `A` on that row translates it in place and stays open: converting is
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a preparation step, not a selection. `A` on a converted row activates it,
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persists the choice, and closes. `SELECT` on a converted row opens
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`ShaderFXParamsScreen`, which lists every `#pragma parameter` the preset
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declares and lets the player step each one (`A` wraps, Left/Right clamp,
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`SELECT` resets one row, `START` resets all behind a confirm).
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Presets live in a plain OS folder, `shaders/` under the portable base directory
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when running portable (`SaveData.portableBaseDir()`, the SD-card convention the
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Anbernic pack uses, see `docs/anbernic-rg34xxsp.md`) and otherwise under LOVE's
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save directory. `ShaderFX.list()` scans it recursively, so a shader pack keeps
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whatever nested layout it shipped with. These are real filesystem paths rather
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than `love.filesystem` virtual paths on purpose: the native translator does
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plain `std::fs` reads and knows nothing about LOVE's mounts, and neither do the
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LUT loads.
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Persisted state, all in `save.options`:
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| Key | Meaning |
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| --- | --- |
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| `shaderfx` | main slot's preset name, or absent for OFF |
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| `shaderfxSecondary` | secondary slot's preset name |
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| `shaderfxParams[name][paramId]` | one preset's edited pragma values |
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`POKEPORT_SHADERFX=<name>` activates a preset in the main slot for scratch
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harnesses that never call `ShaderFX.applyOptions`. It is a stand-in that
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predates the real OPTIONS row; `applyOptions` marks itself as having run so the
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env var can never later override a real player choice, including a real choice
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of OFF.
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One quiet behavior worth knowing about: if a slot wants a real preset while
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PERFORMANCE is still on AUTO, and AUTO would resolve to a tier that caps
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ShaderFX off, `ShaderFX.applyOptions` pins PERFORMANCE to `HIGH`. Without it
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the saved choice was force-deactivated a few lines later on every boot, which
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looks identical to "the setting does not save" from the player's side. On
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Android and iOS that is the common case, because AUTO always resolves to
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`balanced` there. It never touches an already-explicit performance choice and
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never un-escalates.
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## The five stages
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| Stage | Owner |
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| --- | --- |
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| Fetch | `ShaderFX.list`, `ShaderFX.downloadPresets`, `ShaderFX.installDownloaded` |
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| Translate | `tools/shaderfx-bridge/` via `ShaderFX.translate` |
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| Fixup | `src/render/ShaderFixup.lua` |
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| Cache | `ShaderFX.convert` writes, `ShaderFX.load` reads |
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| Run | `ShaderFX.runChain` / `runPass` / `ShaderFX.render` |
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### Fetch
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Two acquisition paths, and they land in the same place. A player can copy a
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shader pack into `shaders/` by hand, or press `DOWNLOAD SHADERS`, which fetches
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`https://buildbot.libretro.com/assets/frontend/shaders_slang.zip` (the same
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~54 MB archive RetroArch's own "Update Shaders" entry pulls) through
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`src/net/Fetch.lua`, the curl-on-a-`love.thread` transport the self-updater and
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mod index already use.
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Downloaded presets are *not* pre-converted. The buildbot is RetroArch's asset
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mirror and has no notion of this project's cache format, so a downloaded preset
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goes through the same `CONVERT` row a hand-copied one does. Every platform
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ships both convert and use; there is no asymmetry to work around.
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Repeat downloads are conditional. The zip itself is deleted right after
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extraction, so what is cached instead is the buildbot's own ETag
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(`shaderfx_buildbot.etag`), replayed as `If-None-Match`. The server answers a
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match with 304 and no body, and curl writes no file at all in that case, so
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`installDownloaded(notModified)` short-circuits before touching the filesystem
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and reports "already up to date" rather than "FAILED".
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The interesting part is what gets extracted. `handheld/` is not self-contained:
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its 78 presets carry 101 references that escape the folder (color-mod LUTs
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into `../shaders/color/`, console-border helpers into `../../reshade/`, shared
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motion-blur and misc helpers, a shared `stock.slang`) across roughly 40 of
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them. Extracting `handheld/` alone silently breaks about a third of its own
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list; extracting the whole zip drags in ~5600 files of CRT, arcade and console
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content nobody asked for. So `extractClosure` walks the real file-level
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dependency closure in Lua before a single file is copied, the same
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`#reference`-closure idea librashader applies internally, done up front because
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deciding what to copy has to happen before the translator ever sees these
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files. Against this zip that is 207 files and about 9.5 MB with zero broken
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references. The closure seeds from `KEPT_PRESETS`, a curated shortlist rather
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than all 78, after most of `color-mod/` and `console-border/` turned out either
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irrelevant (color-only, no LCD effect) or broken for this project. That list
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is a temporary trim pending wider testing and is expected to change.
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Two mechanical details in that walk that are easy to get wrong a second time.
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`extractRefs` tries a quoted `key = "path"` match per line first, with an
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unrestricted `[^"]+` capture, because the closing quote is an unambiguous
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delimiter and real packs ship paths with spaces and parentheses in them
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(`"shaders/handheld/color-mod/Game Boy (Color).slang"`); only a line with no
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quoted match falls back to a conservative character class, since an unquoted
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path has no delimiter to trust past. And `love.filesystem.write` does not
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create intermediate directories, so each destination directory is created once
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before anything is written into it; without that, every file under a subfolder
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`handheld/` never had before was silently dropped while flat writes succeeded.
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Cleanup is equally literal: `love.filesystem.unmount()` takes the archive path
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originally passed to `mount()`, not the mountpoint. Called with the mountpoint
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it returns false, leaves the zip's handle open, and the following `remove()`
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silently fails too, so every download used to leave 54 MB on disk forever.
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### Translate: the native bridge
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`tools/shaderfx-bridge/` is a small Rust crate (`spike`) that builds a cdylib
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named `librashader_bridge`. It wraps `librashader-presets`,
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`librashader-preprocess` and `librashader-reflect` behind a two-function C ABI:
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```
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char* librashader_translate_preset(const char* preset_path, int es);
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void librashader_free_string(char* s);
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```
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It returns a JSON `TranslateResult`: `pass_count`, a `passes` array (each with
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its emitted `vertex`/`fragment` GLSL, `filter`, `wrap_mode`, `scale_x`/
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`scale_y`, its own `#pragma parameter` declarations, a classified `samplers`
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list and a classified `size_uniforms` list), the preset's `textures` (LUTs,
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with resolved absolute paths and filter/wrap settings), its
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`parameter_overrides`, and an `error` field.
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**What the bridge is not.** No librashader runtime backend is linked in, for
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any API: no GL, Vulkan, D3D or Metal crate is a dependency, and no live
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graphics context is ever touched. It is the translation step only. LOVE still
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owns every draw call, every canvas and every shader object. The bridge hands
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back text and metadata and nothing else.
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**When it is called.** Only from `ShaderFX.convert()`. Translation is ahead of
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time, not just in time. `ShaderFX.load()`, `ShaderFX.activate()`, boot-time
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reactivation of a saved choice and every frame of `ShaderFX.render()` read the
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cached artifact and never call the library. An entry with no cached artifact
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fails `activate()` loudly instead of silently live-translating.
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The classification is done with librashader's real semantics resolution rather
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than name matching on the Lua side, and that matters for correctness, not just
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tidiness. Sampler classification uses `ShaderSemantics::create_pass_semantics`
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plus the `TextureSemanticMap` lookup (explicit alias and LUT-name entries
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first, then the built-in `Source`/`Original`/`OriginalHistoryN`/`PassOutputN`/
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`PassFeedbackN` conventions), so a pass reachable only by its real `.slangp`
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alias resolves. The per-pass convenience API only registers the alias of the
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pass being compiled, so the bridge mirrors upstream's `insert_pass_semantics`
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loop and builds a preset-wide alias map first; without that,
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`ds-hybrid-scalefx.slangp`'s pass 2 sampling `scalefx_pass0` by alias, with no
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`PassOutput1`-shaped name anywhere, can never resolve. Size-uniform
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classification runs the same resolution over the pass's `uniform_semantics`
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map, which also covers shapes (`PassFeedbackSizeN`, `UserSizeN`) that no
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present preset uses but that the convention allows.
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The `es` flag picks the emitted dialect: 1 for GLSL ES 1.00 (mobile, LOVE's ES
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dialect), 0 for GLSL 1.20 (LOVE's desktop dialect). `ShaderFX` picks it from
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`love.system.getOS()`, and the same function decides which dialect
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`validateShader` is asked about at run time, so the two always agree. Convert
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and render always happen on the same device; **artifacts are not portable
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across platforms**.
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One class of fixup has to happen in the bridge rather than in `ShaderFixup.lua`,
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on the raw `.slang` text before SPIR-V compilation: `textureSize`,
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`texelFetchOffset` and `textureOffset` are all ES 3.00+ only, and spirv-cross
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refuses to *emit* them for an ES 1.00 target, failing the whole pass with
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`UnsupportedSpirv("textureSize is not supported in ESSL 100.")`. No GLSL text
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is ever produced for a later pass to patch, so `rewrite_essl100_gaps` rewrites
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the source first, and only for the ES target:
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- `textureSize(Tex, lod)` becomes a literal `ivec2(w, h)` when `Tex` is one of
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the preset's declared static textures, with dimensions read straight out of
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each PNG's IHDR chunk. A texture that is not one of those, or a non-literal
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`lod`, is left alone so it fails as loudly as before instead of guessing.
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- `texelFetchOffset` and `textureOffset` become ordinary `texture()` calls at
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the equivalent texel-centre UV, using the texture's own `<Tex>Size.zw`
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reciprocal-size uniform. The containing block instance (`params`, `global`,
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whatever) is discovered by scanning the source's own uniform block bodies,
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never assumed. When a pass samples another pass purely through these calls it
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may never declare that `<Tex>Size` uniform at all, so one is injected first,
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before any byte offsets are computed.
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That last rewrite has an honest limit: `texture()` honours the sampler's wrap
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mode at out-of-range coordinates, which is not necessarily identical to
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`texelFetch`'s implementation-defined out-of-bounds behavior. Any edge-of-image
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discrepancy for passes whose offsets can leave the image is unmeasured.
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**Building it.** `cargo build --release` inside `tools/shaderfx-bridge/`.
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`ShaderFX` looks for the library, most specific first: the
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`LIBRASHADER_BRIDGE_DLL` environment variable, the source directory,
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`<source>/tools/shaderfx-bridge/target/release/`, the save directory, and
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finally the bare name handed to the system loader. Per-OS names are
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`librashader_bridge.dll` (Windows), `liblibrashader_bridge.dylib` or
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`librashader_bridge.dylib` (macOS), and `liblibrashader_bridge.so` or
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`librashader_bridge.so` (Linux and Android). Android resolves the bare name
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because the `.so` ships as an ordinary `jniLibs` entry, so `dlopen` finds it
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without a path. The desktop path is still a developer build sitting in cargo's
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output directory; nothing packages it next to a shipped game yet.
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`ShaderFX.canConvert()` reports whether the library resolved on this machine,
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and `ShaderFX.bridgeError()` says why not. Activating an already-converted
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preset never needs any of this.
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### Fixup
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`ShaderFixup.lua` mechanically rewrites the emitted GLSL into something LOVE
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will accept. librashader emits a standalone `void main()` /`gl_FragData[0]` /
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`gl_Position` shape (translated Vulkan GLSL); LOVE requires the `effect()` and
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`position()` convention and refuses a raw `main()`-shaped source outright. This
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is a targeted rewriter, not a GLSL parser, and every rule below exists because a
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real preset in the corpus failed without it. This list is the least guessable
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part of the whole feature.
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**`#version` line.** Stripped; LOVE prepends its own.
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**Array constructors.** SPIR-V Cross emits ES 3.0 array-constructor syntax
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(`const float _17[5] = float[](0.0, 1.0, ...)`) for compile-time array
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literals, which validation rejects with "arrayed constructor: not supported for
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this version". GLSL ES 1.00 has no array-constructor syntax at all. There are
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three real shapes in the corpus and each is handled: a `const` global (declared
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without an initializer at global scope, with per-element assignments relocated
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to the top of `main()`), a non-const local declaration with initializer
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(rewritten in place, since a function body can hold assignment statements where
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the literal was), and a bare reassignment of an array declared elsewhere (also
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in place). Splitting the element list needs `splitTopLevelCommas`, because a
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naive comma split breaks on any element containing its own parentheses
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(`vec2(-1.0, 0.0)`), and the outer capture needs `%b()` rather than a
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`[^%)]-` class for the same reason: the class stops at the first inner `)`, the
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whole match fails, and the literal passes through completely untouched.
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**Whole-array copies.** `float param_1[7] = coeffs;` is how SPIR-V Cross clones
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a function-parameter array before passing it on, since GLSL array arguments are
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by value. ES 1.00 has no whole-array assignment either, so it becomes a bare
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declaration plus an element-by-element copy. The size is known from the
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declaration, so no comma splitting is involved. This one only became reachable
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once the other array shapes stopped masking it in the same file.
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**Integer modulo.** ES 1.00 has no `%` operator, and SPIR-V Cross emits it
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anyway for an upstream integer-modulo op. `%` in GLSL is only defined for
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integer operands, so routing through float `mod()` and back is exact for the
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non-negative operands this shader family uses (rotation and orientation enum
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indices). Four patterns are tried in order (paren/paren, paren/bare,
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bare/paren, bare/bare) because SPIR-V Cross fully parenthesizes a compound
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operand and leaves a simple one bare, and the balanced form must be tried
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before a plain identifier can partially match. Seen live on
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`authentic_gbc`'s subpixel-rotation math.
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**Precision.** SPIR-V Cross hardcodes an unguarded `precision highp float;` /
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`precision highp int;` pair with no toggle. That is removed and replaced with
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the same guard the old hand-written `DotMatrix` port used: claim `highp` only
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where `GL_FRAGMENT_PRECISION_HIGH` says the driver actually offers fragment
|
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highp, and fall through to the stage default otherwise.
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**Struct flattening.** This is the big one. LOVE's `Shader:send` cannot address
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a member of a custom struct-typed uniform: neither an `INSTANCE.member` dot path
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nor sending the whole struct as a table works, both raise "Shader uniform '...'
|
||||
does not exist." librashader emits every pass's `#pragma parameter`s and size
|
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uniforms as exactly that kind of struct, so as shipped the output is unusable
|
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from LOVE, not merely inefficient. `flattenStruct` deletes the struct and its
|
||||
instance uniform and re-declares the members at top level. Scalar members are
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*packed* four at a time into synthetic `uniform vec4 LIBRA_PACKED_N;` slots,
|
||||
because GLSL ES 1.00 guarantees only 16 fragment uniform *vectors* and every
|
||||
scalar costs a whole one; `gb-pass4`'s pass 0 alone has 14 scalars, already over
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||||
budget unpacked. Non-scalar members keep their own uniform, since packing an
|
||||
existing `vec4` saves nothing. Every `instance.member` reference is rewritten to
|
||||
`LIBRA_PACKED_N.x` (or `.y`/`.z`/`.w`), and a member whose original declared
|
||||
type was `int` or `bool` gets an explicit cast back on every read, since a
|
||||
packed slot only stores floats. Vertex and fragment declare identically ordered
|
||||
structs for the same parameters, so packing both with the same prefix assigns
|
||||
the same slot and component to the same parameter in both stages, and one
|
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`shader:send` reaches whichever stage uses it.
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||||
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||||
Two ordering constraints inside that function are load bearing and look
|
||||
arbitrary from the outside. Packing must walk the members in the struct's own
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||||
declaration order, because that order is what keeps the scalars in one
|
||||
contiguous run; an earlier version sorted them longest-name-first before
|
||||
packing and produced six packed vec4s instead of four on `gb-pass4`, blowing the
|
||||
budget. Substitution, separately, must go longest-name-first, so a replacement
|
||||
can never land as a substring inside a still-pending member name that shares a
|
||||
prefix. The two orders are separate copies of the list for exactly that reason.
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||||
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||||
`Fixup.packValues` turns a flat `{name = value}` table back into the
|
||||
`{uniform = value_or_vec4}` shape the packed shader expects, per the manifest
|
||||
`flattenStruct` returned. `Fixup.countUniformSlots` counts declared uniform
|
||||
slots against that same 16-vector budget, samplers excluded. Its pattern uses
|
||||
`[%w_]+` rather than `%w+` because Lua's `%w` does not include underscore
|
||||
unlike regex `\w`, and every generated name here is full of underscores.
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||||
|
||||
**UBO blocks.** `LIBRA_UBO_FRAGMENT` and `LIBRA_UBO_VERTEX` have the identical
|
||||
problem and are flattened the same way, under a distinct `LIBRA_UBO_PACKED_`
|
||||
prefix so their groups cannot collide with the push block's numbering. `MVP` is
|
||||
the one special member: it is substituted directly to `transform_projection`
|
||||
instead of becoming a uniform, because "multiply the incoming vertex by it" is
|
||||
exactly what LOVE's `transform_projection` already is on a full-screen draw, and
|
||||
nothing would ever supply a value for it. An earlier version assumed the UBO
|
||||
block only ever carried `MVP` and deleted the whole declaration after
|
||||
substituting it. That is true only for presets that declare their parameters in
|
||||
a push-constant block; presets that use a UBO instead (many real handheld and
|
||||
console-border presets do) had every other member reference left dangling, and
|
||||
the driver then read `INSTANCE.PAR` as a swizzle, which is where the "undeclared
|
||||
identifier" and "unknown swizzle selection" errors on real Android hardware came
|
||||
from.
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||||
|
||||
**Fragment entry point.** `void main()` becomes LOVE's `effect()` signature.
|
||||
The parameter list is qualified by an `EFFECT_PREC` define rather than a literal
|
||||
precision, because LOVE forward-declares `effect()`'s prototype under its own
|
||||
header's precision default before this source runs, which can mismatch whatever
|
||||
the precision guard above raises the default to. `Fixup.PREC_HEADS` holds the
|
||||
two variants (`mediump`, then unqualified) and the caller tries them in order
|
||||
against `validateShader`, taking the first that passes.
|
||||
|
||||
**Fragment output.** `gl_FragData` does not exist in LOVE's `effect()`
|
||||
convention, so every `gl_FragData[0]` occurrence is rewritten to a local
|
||||
`gbFragColor`, declared at the top of the function, with a single `return`
|
||||
appended before the closing brace. Rewriting *every* occurrence regardless of
|
||||
the operator that follows is necessary, not just symmetric with the vertex side:
|
||||
an earlier assign-then-return pair assumed one write at the very end of
|
||||
`main()`, which holds for most presets but not for ones like `ds-hybrid-sabr`
|
||||
that write once with `=` and later accumulate with `+=`. The `+=` statement
|
||||
passed through unconverted and collided with LOVE's own `gl_FragColor` write
|
||||
("Cannot use both gl_FragColor and gl_FragData"). A bare early `return;` is
|
||||
rewritten to `return gbFragColor;`, which holds the value assigned just before
|
||||
it on every real shape seen.
|
||||
|
||||
**Vertex entry point.** `void main()` becomes `position(mat4
|
||||
transform_projection, vec4 vertex_position)`, the source's own `attribute`
|
||||
redeclarations of `Position`/`TexCoord` are dropped since LOVE supplies them,
|
||||
`gl_Position = X;` becomes `gbClipPos = X;` (named to share no substring with
|
||||
`Position`, or the next step would mangle it), and a `return gbClipPos;` is
|
||||
appended. The `Position` and `TexCoord` substitutions are frontier-matched
|
||||
whole identifiers (`%f[%w]...%f[%W]`), not blind substring replacements: real
|
||||
presets declare their own unrelated locals such as `vec2 vTexCoord;`, and a
|
||||
blind `gsub` turned that declaration into the invalid `vec2 vVertexTexCoord.xy;`
|
||||
(`dot.slangp` pass 0, a real driver "unexpected DOT" error).
|
||||
|
||||
### Cache
|
||||
|
||||
`ShaderFX.convert(entry)` is the only path that calls the bridge. It runs
|
||||
`ShaderSourcePatches.apply` first, translates, then serializes the decoded
|
||||
result to `ShaderFX.artifactPath(entry)`: the source `.slangp`'s own absolute
|
||||
path with the extension swapped to `.lua`, so the artifact sits next to the
|
||||
preset it came from. The file is a plain `return { ... }` chunk written by
|
||||
`serializeLua`, which handles the string/number/boolean/nested-table shape
|
||||
`Json.decode` produces. Array detection walks every key rather than trusting
|
||||
`#t`, since `#t` counts a trailing nil as absent and a sparse table can pass a
|
||||
naive length check by accident.
|
||||
|
||||
`ShaderFX.load(entry)` `loadfile`s that chunk and builds a chain state. On
|
||||
failure it says "convert this preset first" rather than falling back to a live
|
||||
translation.
|
||||
|
||||
**AOT rather than JIT** is the whole point of this stage. Translation is a rare,
|
||||
explicit, user-initiated action whose result is stable for a given preset and
|
||||
dialect, so paying for it once and writing the answer to disk keeps `ffi.load`
|
||||
and the native call off every activation, every boot and every frame. The cost
|
||||
is a staleness gap: `ShaderFX.isConverted()` is a plain "does the artifact file
|
||||
exist" check with no version or content stamp, and there is no explicit
|
||||
"reconvert" action in the UI. A preset converted by an older build never picks
|
||||
up a later translator fix on its own. This was seen on a real device, where
|
||||
`sunlight_shimmer.slangp`'s `Accelerometer` uniform never reached the shader
|
||||
because that device's cache predated the fix while `pixel_transparency`'s
|
||||
happened to be fresher. Two places compensate by reconverting unconditionally:
|
||||
`ShaderFXScreen`'s explicit selection of an already-converted row, and
|
||||
`ShaderFX.applyOptions` on every boot and options save. Both are human-paced,
|
||||
CPU-only work with no GPU compile, and neither is on the per-frame path.
|
||||
|
||||
`ShaderSourcePatches.lua` sits just before translation and patches the raw
|
||||
`.slang`/`.inc` files *on disk*, because only librashader's own preset parser,
|
||||
reading the real files, discovers `#pragma parameter` lines and struct members;
|
||||
nothing downstream can add one. Patches are small, explicit, per-preset literal
|
||||
find/replace pairs (plain `find`, not `gsub`, since GLSL source is full of Lua
|
||||
pattern magic), re-applied idempotently on every convert so a buildbot
|
||||
re-download that replaces the upstream file wholesale does not quietly undo
|
||||
them. **The patch table ships empty on purpose and nothing registers one.** Its
|
||||
original use case, wiring gyroscope yaw into `sunlight_shimmer.slangp` as new
|
||||
`PT_YAW_*` pragma parameters, was reverted precisely because of the staleness
|
||||
gap above: a new pragma can only reach an artifact that gets reconverted, and at
|
||||
the time nothing forced one. The mechanism is kept for a future preset that
|
||||
genuinely needs a new declaration, but an already-wired engine-side channel is
|
||||
preferred whenever one exists.
|
||||
|
||||
### Run: the pass graph
|
||||
|
||||
`ShaderFX.activate(slot, entry, paramOverrides)` loads the artifact, layers the
|
||||
player's edited parameters over the artifact's own defaults, loads the preset's
|
||||
LUTs once, and snapshots the accelerometer rest pose. `ShaderFX.render` then
|
||||
runs the chain each frame.
|
||||
|
||||
`newChainState` builds one instance of chain-local state per loaded preset,
|
||||
never module-global, so switching presets cannot leak a previous preset's
|
||||
canvases or dimensions. `ALL_DEFAULTS` is built in layers: each pass's declared
|
||||
`initial`, then the preset's own `parameter_overrides`, then (in `activate`) the
|
||||
player's `shaderfxParams` edits.
|
||||
|
||||
Sizes resolve through `resolveScale`, which handles all four slang scale types
|
||||
(`absolute`, `viewport`, `source`, `original`) against the viewport, the pass's
|
||||
input dimensions and the original frame. Size uniforms are packed as
|
||||
`{w, h, 1/w, 1/h}`, the slang convention.
|
||||
|
||||
`runPass` caches two things per `(state, pass index)`. The **shader** is
|
||||
compiled once for the state's lifetime, along with the fragment manifest it was
|
||||
compiled against, since a pass's GLSL depends only on the preset and never on
|
||||
per-frame input. The **canvas** is reallocated only when the pass's resolved
|
||||
size actually changes, a window resize or a different preset. Every harness this
|
||||
runtime was ported from ran the chain once and quit, so allocating a fresh
|
||||
canvas and compiling a fresh shader on every call was invisible there. On a real
|
||||
per-frame render path it is one GPU allocation per pass per frame, and a shader
|
||||
recompile on top. The same discipline applies to the crop canvas in
|
||||
`cropToGbSource`, which is called once per frame and whose size grows with the
|
||||
world canvas as the player zooms out; leaving it uncached was a real cost that
|
||||
scaled with zoom level even with a single preset active.
|
||||
|
||||
Sampler binding is by semantic, from the bridge's classification, never by a
|
||||
hardcoded per-preset name check: `Source` is the previous pass's output (or the
|
||||
input frame for pass 0), `Original` and `OriginalHistory` are the input frame,
|
||||
`PassOutput` indexes an earlier pass's canvas, and `User` resolves a LUT by the
|
||||
real name the translation reported. A sampler that resolves to nothing asserts
|
||||
rather than drawing garbage.
|
||||
|
||||
**LUTs** are loaded once per `activate`. `ShaderFX.loadImageFromPath` reads the
|
||||
bytes with plain `io.open` and goes through `love.data.newByteData` and
|
||||
`love.image.newImageData`, because a preset's texture paths are arbitrary
|
||||
absolute OS paths outside any LOVE mount and `love.graphics.newImage` refuses
|
||||
those outright ("Could not open file ... Does not exist") even when the file is
|
||||
real. Wrap modes are mapped from librashader's names to LOVE's
|
||||
(`clamp_to_border` to `clampzero`, `clamp_to_edge` to `clamp`, `repeat`,
|
||||
`mirrored_repeat` to `mirroredrepeat`). A LUT that fails to load is logged and
|
||||
left nil; the fail-loud point is the sampler assertion in `runPass` that
|
||||
actually needed it, not the loader.
|
||||
|
||||
**History ring.** `OriginalHistoryN` currently resolves to a steady state: every
|
||||
history slot reads the current frame, both for the sampler binding and for the
|
||||
size uniform. Real per-frame history rotation has been proven out in a desktop
|
||||
harness but is not wired into this path.
|
||||
|
||||
**Feedback.** `PassFeedback` is not implemented. A `PassFeedback` or `User` size
|
||||
uniform raises an explicit "not yet supported" error, and a `PassFeedback`
|
||||
sampler resolves to nothing and trips the binding assertion. No preset in the
|
||||
shipped shortlist uses it.
|
||||
|
||||
**Blending.** Every pass draws with `replace`, and the chain's final pass uses
|
||||
`replace, premultiplied`. Intermediate canvases are `nearest` filtered.
|
||||
|
||||
`ShaderFX.render(canvas, rect, source, dpiX, dpiY)` is the entry point
|
||||
`Renderer:endFrame` and `Game2` call. `canvas` is the finished window-sized
|
||||
composite (world, UI, and any post-process pipeline that already ran); `rect` is
|
||||
this frame's real playfield rectangle in physical framebuffer pixels and
|
||||
`source` is the real pixel size of the content it frames. The sequence is: crop
|
||||
`rect` out of the composite, run whichever slots are active over that crop, draw
|
||||
the untouched composite, then stretch the chain output back over `rect`. UI and
|
||||
letterbox bars outside the playfield pass through untouched. If the chain throws,
|
||||
the frame still shows the unprocessed composite; a broken preset degrades to
|
||||
"shader off", never to a crash or a blank frame.
|
||||
|
||||
Three details in that path are non-obvious:
|
||||
|
||||
- **DPI.** `love.graphics.newCanvas` and `draw` work in LOVE's DPI-aware
|
||||
logical units, not raw pixels, so the viewport handed to the pass graph and
|
||||
the final draw-back position are both converted from `rect`'s physical pixels
|
||||
first. On a `dpiscale = 1` desktop the two are numerically identical and the
|
||||
bug is invisible; at dpiscale 3 on real Android hardware the chain output
|
||||
rendered about three times too large and at a pixel-valued offset in unit
|
||||
space.
|
||||
- **Draw color.** `cropToGbSource` sets `setColor(1, 1, 1, 1)` explicitly. The
|
||||
caller can leave the draw color dirty (a menu's black text leaves it at
|
||||
`(0,0,0,x)`), the crop draw multiplies the canvas texels by the active color,
|
||||
and `push("all")` saves state for `pop()` without resetting it. That was the
|
||||
root cause of the Gen 2 blank-menu bug, confirmed on a desktop repro where
|
||||
`getColor()` read `0,0,0,1` here exactly when a menu was on the stack.
|
||||
`flushBatch()` on the line above is cheap insurance against a read-after-write
|
||||
ordering hazard between this draw and whatever last rendered into the canvas;
|
||||
it was never confirmed to fix anything on its own.
|
||||
- **The final blit stretches.** A slang chain's last pass is not required to
|
||||
land on the viewport size, and most presets (21 of the 78 in the corpus)
|
||||
declare their last pass `scale_type = "source"` and stay at native Game Boy
|
||||
resolution, relying on the frontend's blit exactly as RetroArch does.
|
||||
Requiring an exact size match here used to skip the draw outright for every
|
||||
such preset on every frame, which is a silent total no-op rather than a sizing
|
||||
quirk. The stretch uses the last-run chain's own final-pass `filter` to pick
|
||||
nearest or linear.
|
||||
|
||||
### What this engine feeds shaders that a libretro core does not
|
||||
|
||||
A stock libretro core hands its frontend a raw framebuffer and a frame count.
|
||||
This engine has more context available and passes some of it through.
|
||||
|
||||
| Context | How it reaches the shader |
|
||||
| --- | --- |
|
||||
| Playfield rect and true source size | `rect`/`source` per frame from `Renderer:endFrame` or `Game2`, so the chain sees real on-screen geometry at any survey zoom or Faithful Ratio state rather than a fixed 160x144 assumption that then gets stretched |
|
||||
| Blit scale | `rect.scale`, the crisp integer scale the composite was built at, used to derive the crop's own draw scale |
|
||||
| SGB zone coloring and palette | Baked into the input frame. `PaletteFX` zone passes run before the composite reaches ShaderFX, so a preset shades an already-zone-tinted image |
|
||||
| Performance tier | `chainRenderScale()` reads `Performance.CAPS[tier].shaderfx`, a chain-resolution multiplier; the viewport and the cropped source both shrink by it and the final blit upscales |
|
||||
| Accelerometer | `Sensors.read("accelerometer")`, bound to the `Accelerometer` unique semantic |
|
||||
| Gyroscope | `Sensors.read("gyroscope")`, bound to `Gyroscope`, plus the integrated yaw twist below |
|
||||
|
||||
Two motion semantics are deliberately pinned rather than guessed. `Rotation` is
|
||||
bound to 0 because librashader's own documentation is explicit that it is
|
||||
`retroarch_get_rotation()`, the *content's* requested rotation (a vertically
|
||||
oriented arcade core, say), not device orientation. Nothing here ever rotates
|
||||
Game Boy content, so 0 is the correct answer, not a placeholder.
|
||||
`AccelerometerRest` is bound to `{0, 0, 0}`: it is librashader's "reading at
|
||||
rest" calibration reference, no preset in the corpus reads it, and a fixed
|
||||
placeholder beats an invented value.
|
||||
|
||||
`src/core/Sensors.lua` is what makes the two real motion semantics work.
|
||||
`love.sensor` does not exist in LOVE 11.5, the version this project ships, on
|
||||
any platform including Android; it is a LOVE 12 addition. The working path is
|
||||
raw FFI into the SDL2 that LOVE already links, the same technique
|
||||
`src/core/Orientation.lua` uses, opening the first `SDL_SENSOR_ACCEL` or
|
||||
`SDL_SENSOR_GYRO` device via `SDL_NumSensors`/`SDL_SensorGetDeviceType`/
|
||||
`SDL_SensorOpen`. The `love.sensor` path is kept above it and simply stops being
|
||||
dead code after a future LOVE 12 upgrade. Loading order matters:
|
||||
`ffi.load("SDL2")` first, needed on desktop where SDL2 is a separate DLL, then
|
||||
bare `ffi.C`, needed on Android where love-android links SDL2 statically into
|
||||
`libmain.so` and there is no `libSDL2.so` for `ffi.load` to find by name. A
|
||||
device with no sensor is probed once and then permanently reports zeros, so a
|
||||
desktop run does not pay for it every frame.
|
||||
|
||||
SDL keeps sensor readings in the device's fixed chassis frame regardless of
|
||||
screen orientation, so `rotateForScreen` remaps x and y into
|
||||
"as currently displayed" terms using `SDL_GetDisplayOrientation`. That
|
||||
compensation is mobile-only: a desktop monitor is legitimately and permanently
|
||||
"landscape" to that query, which says something about the monitor's shape and
|
||||
nothing about how a player is holding anything.
|
||||
|
||||
The accelerometer path in `sizeTable` does three things to the raw reading
|
||||
before it becomes a uniform, all of them driven by real on-device data:
|
||||
|
||||
1. **Rest-pose subtraction.** `activate()` snapshots whatever pose the player is
|
||||
actually holding the device in and every later reading is measured relative
|
||||
to that, rather than to an assumed idealized vertical. The shipped tilt maths
|
||||
(`pt_base.inc`'s `getOrientedTilt`) was authored assuming gravity sits almost
|
||||
entirely on one axis at rest; a natural, comfortable hold already puts 56 to
|
||||
66 percent of gravity's magnitude on the axis the shader reads as tilt, so
|
||||
the effect sat near-saturated all the time instead of starting near neutral.
|
||||
2. **Axis swap.** The tilt maths assumes a device resting flat, with gravity
|
||||
dominant on Z, the one axis it never reads. This engine's rest pose is
|
||||
upright portrait, where Y is gravity-dominant, so y and z are swapped to put
|
||||
gravity back on the ignored axis.
|
||||
3. **Denominator stabilization.** `getOrientedTilt` normalizes by the full
|
||||
vector's magnitude. Before calibration that magnitude was a stable ~9.8 that
|
||||
quietly damped tilt and noise alike by the same factor; calibration correctly
|
||||
zeroes x and y at neutral but also shrinks the magnitude near rest, and real
|
||||
logs showed it swinging between 0.65 and 11.4 second to second on ordinary
|
||||
hand jitter, which reads as wildly bouncing. A fixed constant is re-injected
|
||||
on the ignored axis to keep the denominator stable, but only when there is a
|
||||
genuine live reading to calibrate against. An all-zero raw read is
|
||||
`Sensors.lua`'s explicit "no hardware at all" sentinel, never a real value on
|
||||
Earth, and injecting into that case would make the shader believe it had
|
||||
sensor data and silently replace its own static fallback with fake motion.
|
||||
|
||||
Yaw is a separate mechanism. A raw gyroscope reading is angular velocity, not an
|
||||
angle, so it only becomes a usable on-screen offset by integrating over time,
|
||||
and only the per-slot state persists frame to frame to do that. `updateYawTwist`
|
||||
is deliberately a decaying spring rather than a true integrated heading:
|
||||
gyro-only integration drifts without a magnetometer to correct it, so this
|
||||
settles back toward neutral and stays bounded by construction. It is folded onto
|
||||
the accelerometer's x component before the shader's own normalize and clamp,
|
||||
because that is the only already-compiled channel the stock upstream maths
|
||||
reads, and reaching an already-converted artifact with no reconvert was worth
|
||||
the tradeoff that the twist reads as an added simulated tilt rather than a
|
||||
cleanly separate motion. It applies to `sunlight_shimmer.slangp` only, the one
|
||||
preset in the shortlist with a twist-reactive channel. `YAW_GAIN = 0.6` and a
|
||||
clamp of +/-2 were tuned against real device data (a moderate real yaw turn
|
||||
peaks around 1.5 to 1.7 rad/s); a much larger gain was tried on-device and
|
||||
looked worse, because overshooting a comfortable range reads worse than being
|
||||
subtle. Retune in small steps with real device checks, not big jumps.
|
||||
|
||||
## Two slots
|
||||
|
||||
`ShaderFX.SLOTS` is `{"main", "secondary"}` and `ShaderFX.OPTION_KEY` maps each
|
||||
to its save key. The slots are activated and persisted independently, and the
|
||||
same `ShaderFXScreen` serves both, opened with the slot as its argument. Pragma
|
||||
parameter edits are keyed by *preset name*, not by slot, because a preset's
|
||||
values are a property of the preset the same way its cached artifact is;
|
||||
editing them re-activates every slot currently showing that preset and persists
|
||||
for the next load in either.
|
||||
|
||||
When both slots are active, `render` runs main's chain first and hands its
|
||||
finished output to secondary as secondary's own input frame, along with its
|
||||
dimensions, so a secondary preset that scales off its input sees main's real
|
||||
output size rather than the original crop. Either slot alone behaves exactly as
|
||||
a single-preset path; neither active is a plain passthrough.
|
||||
|
||||
**This is not how RetroArch composes multiple presets.** RetroArch merges
|
||||
presets into a *single* pass list through `#reference` and `Append`, producing
|
||||
one pass graph with one shared semantics map, where a later pass can reference
|
||||
an earlier one's output by alias and the whole thing resolves as one unit. Two
|
||||
slots here are two independent librashader chains run back to back, which is
|
||||
what stacking two separate preset chains would give you, not what merging them
|
||||
gives you. Presets that assume merged semantics will not behave the same way.
|
||||
|
||||
## Test seams
|
||||
|
||||
`ShaderFX` exposes a few fields purely so a headless harness can assert on real
|
||||
per-frame values without taking a screenshot: `_lastRect` and `_lastSource`
|
||||
(the rect and source dimensions a caller handed in), `_lastCrop` (the exact crop
|
||||
canvas, which the later unconditional draw-back would otherwise mask),
|
||||
`_lastYawTwist` and `_lastAccelPacked` (the integrated twist and the values that
|
||||
actually reached the packed uniform, per slot). `Sensors.setOverride`,
|
||||
`Sensors.clearOverride` and `Sensors.setOrientationOverride` inject synthetic
|
||||
readings on a machine with no hardware.
|
||||
|
||||
## Limitations
|
||||
|
||||
None of these are theoretical.
|
||||
|
||||
- **Tested on very little real hardware.** Essentially one Android phone, one
|
||||
desktop, and the automated harnesses. Anything about how a preset actually
|
||||
looks or performs elsewhere is unverified.
|
||||
- **No performance tier is actually tuned.** The chain-resolution multiplier in
|
||||
`Performance.CAPS` is a working mechanism, but every tier that permits
|
||||
ShaderFX at all sets it to 1.0. Nothing runs at reduced chain resolution
|
||||
today. Picking a real value for weak hardware needs a device this project does
|
||||
not have.
|
||||
- **The dual-slot design does not match RetroArch.** See above. Two chains in
|
||||
sequence is not one merged pass list.
|
||||
- **`OriginalHistoryN` is a steady state.** Real per-frame history rotation
|
||||
falls back to "every slot is the current frame" in the live render path, and
|
||||
is unverified there.
|
||||
- **`PassFeedback` is unimplemented.** Its size uniform raises an explicit
|
||||
error and its sampler trips an assertion.
|
||||
- **`ShaderFXScreen` has a known text-overlap bug on long preset names.**
|
||||
`ListMenu`'s `fitLabel` truncation covers the ordinary case, but a long enough
|
||||
player-supplied filename still collides with the row's right-hand hint.
|
||||
- **`ShaderSourcePatches` ships with an empty patch table and nothing uses it.**
|
||||
Intentional, for the reason given above, but it means the mechanism has no
|
||||
live coverage.
|
||||
- **Cached artifacts have no staleness detection.** Existence is the only check.
|
||||
The two unconditional reconvert points paper over it; anything that does not
|
||||
go through them can be running a stale translation.
|
||||
- **Artifacts are per-device.** The GLSL dialect is baked in at convert time.
|
||||
Copying a converted preset folder between a phone and a desktop copies a
|
||||
wrong artifact along with it.
|
||||
- **The bundled bridge is only as good as the build machine.**
|
||||
`scripts/build.sh` bundles the cdylib for mac, win and linux via
|
||||
`bundle_shader_bridge`, building it with cargo when a prebuilt one is not
|
||||
supplied through `SHADERFX_BRIDGE`. A build host without cargo produces a
|
||||
package that can run converted presets but cannot CONVERT new ones, and says
|
||||
so rather than failing. Android ships the `.so` via `jniLibs`.
|
||||
- **The buildbot shortlist is a temporary trim.** `KEPT_PRESETS` reflects one
|
||||
manual pass over `handheld/` and is expected to change, most likely to shrink.
|
||||
- **Tilt direction is unverified.** Which way forward and back rocking moves the
|
||||
effect was never confirmed on a device; if it feels backwards the fix is a
|
||||
sign flip on the swapped axis, not a deeper bug. Likewise, whether the
|
||||
landscape rotation compensation matches real RetroArch is genuinely unknown:
|
||||
RetroArch's Android input driver computes a screen rotation but does not
|
||||
visibly apply it to the accelerometer values that reach shader uniforms, so
|
||||
this project's compensation may be an improvement over upstream rather than a
|
||||
match to it.
|
||||
- **`texelFetch` wrap behavior at image edges may differ.** The ES 1.00 rewrite
|
||||
in the bridge turns those calls into `texture()`, which honours the sampler's
|
||||
wrap mode out of range where `texelFetch`'s out-of-bounds behavior is
|
||||
implementation defined. Unmeasured.
|
||||
Reference in New Issue
Block a user