neser 1.2.0

NESER - Nintendo Emulation Systems Engine (Rust). Desktop and WebAssembly frontends.
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
use crate::platform::shaders::SHADER_PRESETS;
use librashader::presets::ShaderPreset;
use librashader::presets::context::VideoDriver;
use librashader::runtime::gl::{FilterChain, FilterChainOptions, GLImage};
use librashader::runtime::{Size, Viewport};
use std::path::{Path, PathBuf};
use std::sync::Arc;

pub struct ShaderManager {
    filter_chain: Option<FilterChain>,
    current_preset: Option<String>,
    available_presets: Vec<PathBuf>,
    current_index: usize,
    frame_count: usize,
    output_texture: Option<gl::types::GLuint>,
    output_size: Option<Size<u32>>,
    output_texture_owned_by_manager: bool,
}

/// Shader output texture whose GL ownership has moved out of [`ShaderManager`].
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct ShaderOutputTexture {
    gl_id: gl::types::GLuint,
}

impl ShaderOutputTexture {
    pub fn gl_id(self) -> gl::types::GLuint {
        self.gl_id
    }
}

impl ShaderManager {
    pub fn new(allowed_names: &[&str]) -> Self {
        let available_presets = Self::discover_presets_filtered(allowed_names);
        let current_index = Self::initial_current_index(&available_presets);

        ShaderManager {
            filter_chain: None,
            current_preset: None,
            available_presets,
            current_index,
            frame_count: 0,
            output_texture: None,
            output_size: None,
            output_texture_owned_by_manager: true,
        }
    }

    /// Returns the index of the stock (passthrough) preset in `presets`, or 0
    /// if not found. This ensures cycling begins immediately after stock when
    /// no preset has been loaded at startup.
    fn initial_current_index(presets: &[PathBuf]) -> usize {
        presets
            .iter()
            .position(|p| p.file_name().and_then(|n| n.to_str()) == Some("stock.slangp"))
            .unwrap_or(0)
    }

    fn ensure_output_texture(
        &mut self,
        width: u32,
        height: u32,
    ) -> Result<gl::types::GLuint, String> {
        if width == 0 || height == 0 {
            return Err("Invalid output size".to_string());
        }

        let desired_size = Size::new(width, height);
        let needs_realloc = self.output_size != Some(desired_size) || self.output_texture.is_none();

        if needs_realloc {
            let tex = unsafe {
                let mut tex: gl::types::GLuint = 0;
                gl::GenTextures(1, &mut tex);
                if tex == 0 {
                    return Err("Failed to create output texture".to_string());
                }

                gl::BindTexture(gl::TEXTURE_2D, tex);
                gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as i32);
                gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);
                gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32);
                gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as i32);
                gl::PixelStorei(gl::UNPACK_ALIGNMENT, 1);

                gl::TexImage2D(
                    gl::TEXTURE_2D,
                    0,
                    gl::RGB8 as i32,
                    width as i32,
                    height as i32,
                    0,
                    gl::RGB,
                    gl::UNSIGNED_BYTE,
                    std::ptr::null(),
                );

                tex
            };

            if let Some(old) = self.output_texture.take()
                && self.output_texture_owned_by_manager
            {
                unsafe {
                    gl::DeleteTextures(1, &old);
                }
            }

            self.output_texture = Some(tex);
            self.output_size = Some(desired_size);
            self.output_texture_owned_by_manager = true;
        }

        Ok(self.output_texture.expect("output texture must be set"))
    }

    fn discover_presets_filtered(allowed_names: &[&str]) -> Vec<PathBuf> {
        // Like discover_presets but restricted to names allowed for the active emulator.
        Self::presets_for_names(allowed_names, SHADER_PRESETS)
            .into_iter()
            .filter(|p| p.exists())
            .collect()
    }

    /// Returns the paths from `all_presets` whose short names appear in `allowed_names`.
    ///
    /// This is the pure, disk-free subset of `discover_presets` used to restrict
    /// the cycling list to the shaders relevant to the active emulator.
    pub(crate) fn presets_for_names(
        allowed_names: &[&str],
        all_presets: &[(&str, &str)],
    ) -> Vec<PathBuf> {
        allowed_names
            .iter()
            .filter_map(|allowed| {
                all_presets
                    .iter()
                    .find(|(name, _)| name == allowed)
                    .map(|(_, path)| PathBuf::from(path))
            })
            .collect()
    }

    pub fn load_preset(
        &mut self,
        preset_path: &Path,
        gl_context: Arc<glow::Context>,
    ) -> Result<(), String> {
        // Load the shader preset
        let preset = ShaderPreset::try_parse_with_driver_context(preset_path, VideoDriver::GlCore)
            .map_err(|e| format!("Failed to parse shader preset: {}", e))?;

        // Create filter chain with OpenGL runtime
        let options = FilterChainOptions {
            glsl_version: 0, // Auto-detect
            use_dsa: false,  // Don't use direct state access for compatibility
            force_no_mipmaps: false,
            disable_cache: false,
        };

        let filter_chain = unsafe {
            FilterChain::load_from_preset(preset, gl_context, Some(&options))
                .map_err(|e| format!("Failed to load filter chain: {}", e))?
        };

        self.filter_chain = Some(filter_chain);
        self.current_preset = Some(preset_path.to_string_lossy().to_string());
        self.sync_current_index(preset_path);

        // Ensure we reset frame counter and output so size/animation doesn't carry across presets.
        self.frame_count = 0;

        Ok(())
    }

    /// Apply the loaded shader to transform `input_texture` into an internal
    /// output texture (retrievable via [`output_texture`](Self::output_texture)).
    ///
    /// `input_width` × `input_height` must match the actual texture dimensions
    /// (i.e. after overscan cropping). Shaders use these as `SourceSize` for
    /// pixel-level calculations (CRT scanlines, NTSC encoding, etc.), so
    /// passing incorrect dimensions causes visible artifacts (see bug #1851).
    pub fn apply_shader(
        &mut self,
        input_texture: gl::types::GLuint,
        input_width: u32,
        input_height: u32,
        viewport_width: u32,
        viewport_height: u32,
    ) -> Result<(), String> {
        if self.filter_chain.is_none() {
            // No shader loaded, nothing to do
            return Ok(());
        }

        let output_texture = self.ensure_output_texture(viewport_width, viewport_height)?;
        let filter_chain = self
            .filter_chain
            .as_mut()
            .expect("filter_chain must be present");

        let input_size = Size::new(input_width, input_height);

        // Create GLImage from input texture
        let image = GLImage {
            handle: Some(glow::NativeTexture(
                std::num::NonZero::new(input_texture).ok_or("Invalid texture ID")?,
            )),
            format: gl::RGB8,
            size: input_size,
        };

        // Output image that will receive the final pass.
        let output_image = GLImage {
            handle: Some(glow::NativeTexture(
                std::num::NonZero::new(output_texture).ok_or("Invalid output texture ID")?,
            )),
            format: gl::RGB8,
            size: Size::new(viewport_width, viewport_height),
        };

        // Create viewport for shader output
        let viewport = Viewport {
            x: 0.0,
            y: 0.0,
            size: Size::new(viewport_width, viewport_height),
            output: &output_image,
            mvp: None,
        };

        // Apply filter chain - this will render the filtered image into `output_texture`.
        unsafe {
            filter_chain
                .frame(
                    &image,
                    &viewport,
                    self.frame_count,
                    None, // options
                )
                .map_err(|e| format!("Failed to apply shader: {}", e))?;
        }

        // Increment frame count for animated shaders
        self.frame_count = self.frame_count.wrapping_add(1);

        Ok(())
    }

    pub fn output_texture(&self) -> Option<gl::types::GLuint> {
        self.output_texture
    }

    /// Transfers the current output texture to the caller.
    ///
    /// After this succeeds, [`ShaderManager`] will no longer delete that GL
    /// texture; the caller must register it with the renderer that owns and frees it.
    pub fn take_output_texture_ownership(
        &mut self,
        texture: gl::types::GLuint,
    ) -> Option<ShaderOutputTexture> {
        if self.output_texture == Some(texture) {
            self.output_texture_owned_by_manager = false;
            Some(ShaderOutputTexture { gl_id: texture })
        } else {
            None
        }
    }

    pub fn cycle_shader(&mut self, gl_context: Arc<glow::Context>) -> Result<(), String> {
        if self.available_presets.is_empty() {
            return Err("No shader presets available".to_string());
        }

        self.current_index = (self.current_index + 1) % self.available_presets.len();
        let preset_path = self.available_presets[self.current_index].clone();
        self.load_preset(&preset_path, gl_context)?;

        Ok(())
    }

    pub fn current_preset_name(&self) -> Option<&str> {
        self.current_preset.as_deref()
    }

    pub fn has_shader(&self) -> bool {
        self.filter_chain.is_some()
    }

    fn sync_current_index(&mut self, preset_path: &Path) {
        if let Some(idx) = self.available_presets.iter().position(|p| p == preset_path) {
            self.current_index = idx;
        }
    }
}

impl Drop for ShaderManager {
    fn drop(&mut self) {
        if let Some(tex) = self.output_texture.take()
            && self.output_texture_owned_by_manager
        {
            unsafe {
                gl::DeleteTextures(1, &tex);
            }
        }
    }
}

#[cfg(test)]
mod tests {
    use super::*;
    use crate::gba::console::config::GBA_FILTER_NAMES;

    impl ShaderManager {
        fn with_presets(presets: Vec<PathBuf>) -> Self {
            let current_index = ShaderManager::initial_current_index(&presets);
            ShaderManager {
                filter_chain: None,
                current_preset: None,
                available_presets: presets,
                current_index,
                frame_count: 0,
                output_texture: None,
                output_size: None,
                output_texture_owned_by_manager: true,
            }
        }

        fn with_output_texture(texture: gl::types::GLuint, owned_by_manager: bool) -> Self {
            let mut manager = ShaderManager::with_presets(Vec::new());
            manager.output_texture = Some(texture);
            manager.output_texture_owned_by_manager = owned_by_manager;
            manager
        }
    }

    #[test]
    fn test_cycle_starts_after_initially_loaded_preset() {
        // Presets are cycled in the same order they are discovered.
        let presets = vec![
            PathBuf::from("shaders/stock.slangp"),
            PathBuf::from("vendor/slang-shaders/crt/crt-lottes.slangp"),
            PathBuf::from(
                "vendor/slang-shaders/edge-smoothing/xbrz/xbrz-freescale-multipass.slangp",
            ),
            PathBuf::from("vendor/slang-shaders/ntsc/ntsc-256px-composite.slangp"),
        ];
        let mut mgr = ShaderManager::with_presets(presets);

        // Simulate startup loading "stock" (index 0)
        mgr.sync_current_index(Path::new("shaders/stock.slangp"));

        // Next F4 press must advance to crt (index 1)
        let next_index = (mgr.current_index + 1) % mgr.available_presets.len();
        assert_eq!(
            mgr.available_presets[next_index],
            PathBuf::from("vendor/slang-shaders/crt/crt-lottes.slangp")
        );
    }

    #[test]
    fn test_initial_cycle_without_loaded_shader_starts_after_stock() {
        // When no shader is configured at startup, cycling should behave as if
        // the current position is "stock" (the passthrough preset), so the first
        // F4 press goes to crt (the preset after stock in discovery order).
        let presets = vec![
            PathBuf::from("shaders/stock.slangp"), // 0
            PathBuf::from("vendor/slang-shaders/crt/crt-lottes.slangp"), // 1
            PathBuf::from(
                "vendor/slang-shaders/edge-smoothing/xbrz/xbrz-freescale-multipass.slangp",
            ), // 2
            PathBuf::from("vendor/slang-shaders/ntsc/ntsc-256px-composite.slangp"), // 3
        ];
        let mgr = ShaderManager::with_presets(presets); // no load_preset called

        let next_index = (mgr.current_index + 1) % mgr.available_presets.len();
        assert_eq!(
            mgr.available_presets[next_index],
            PathBuf::from("vendor/slang-shaders/crt/crt-lottes.slangp"),
            "first F4 from 'no shader' state should land on crt, not index {}",
            next_index
        );
    }

    #[test]
    fn take_output_texture_ownership_returns_current_texture_and_marks_external() {
        let mut manager = ShaderManager::with_output_texture(7, true);

        let texture = manager.take_output_texture_ownership(7);
        let owned_by_manager = manager.output_texture_owned_by_manager;
        manager.output_texture = None;

        assert_eq!(texture.map(ShaderOutputTexture::gl_id), Some(7));
        assert!(!owned_by_manager);
    }

    #[test]
    fn take_output_texture_ownership_rejects_non_current_texture() {
        let mut manager = ShaderManager::with_output_texture(7, true);

        let texture = manager.take_output_texture_ownership(8);
        let owned_by_manager = manager.output_texture_owned_by_manager;
        manager.output_texture = None;

        assert_eq!(texture, None);
        assert!(owned_by_manager);
    }

    #[test]
    fn test_presets_for_names_returns_only_allowed_presets() {
        let all: &[(&str, &str)] = &[
            ("none", "shaders/stock.slangp"),
            ("crt", "vendor/slang-shaders/crt/crt-lottes.slangp"),
            (
                "smooth",
                "vendor/slang-shaders/edge-smoothing/xbrz/xbrz-freescale-multipass.slangp",
            ),
            (
                "ntsc",
                "vendor/slang-shaders/ntsc/ntsc-256px-composite.slangp",
            ),
            (
                "pal",
                "vendor/slang-shaders/pal/decoupled-guest-advanced-pal 3-RF.slangp",
            ),
            ("dmg", "vendor/slang-shaders/handheld/gameboy.slangp"),
        ];

        let gb_allowed = &["none", "dmg"];
        let gb_presets = ShaderManager::presets_for_names(gb_allowed, all);
        assert_eq!(gb_presets.len(), 2, "GB should have exactly 2 presets");
        assert!(gb_presets.contains(&PathBuf::from("shaders/stock.slangp")));
        assert!(gb_presets.contains(&PathBuf::from(
            "vendor/slang-shaders/handheld/gameboy.slangp"
        )));
        assert!(
            !gb_presets
                .iter()
                .any(|p| p.to_str().unwrap_or("").contains("crt")),
            "GB must not include crt"
        );

        let nes_allowed = &["none", "crt", "smooth", "ntsc", "pal"];
        let nes_presets = ShaderManager::presets_for_names(nes_allowed, all);
        assert_eq!(nes_presets.len(), 5, "NES should have exactly 5 presets");
        assert!(
            !nes_presets
                .iter()
                .any(|p| p.to_str().unwrap_or("").contains("gameboy")),
            "NES must not include dmg"
        );
    }

    #[test]
    fn test_presets_for_names_preserves_allowed_names_order() {
        let all: &[(&str, &str)] = &[
            (
                "gba-lcd-grid",
                "vendor/slang-shaders/handheld/console-border/gba-lcd-grid-v2.slangp",
            ),
            (
                "sp101-color",
                "vendor/slang-shaders/handheld/color-mod/sp101-color.slangp",
            ),
            ("none", "shaders/stock.slangp"),
            (
                "nso-gba-color",
                "vendor/slang-shaders/handheld/color-mod/NSO-gba-color.slangp",
            ),
            ("gba-lcd", "shaders/gba-lcd.slangp"),
            ("agb001", "vendor/slang-shaders/handheld/agb001.slangp"),
        ];

        let discovered = ShaderManager::presets_for_names(GBA_FILTER_NAMES, all);
        let expected = vec![
            PathBuf::from("shaders/stock.slangp"),
            PathBuf::from("shaders/gba-lcd.slangp"),
            PathBuf::from("vendor/slang-shaders/handheld/agb001.slangp"),
            PathBuf::from("vendor/slang-shaders/handheld/color-mod/NSO-gba-color.slangp"),
            PathBuf::from("vendor/slang-shaders/handheld/color-mod/sp101-color.slangp"),
            PathBuf::from("vendor/slang-shaders/handheld/console-border/gba-lcd-grid-v2.slangp"),
        ];

        assert_eq!(discovered, expected);
    }
}