Shaders: Anime4K presets in-session and in Settings

Vendored Anime4K v4.0.1 GLSL (MIT), extracted to app support once per
version. Presets A/B/C/A+A/B+B/C+A in HQ and Fast per Anime4K's mpv
templates, plus custom files. Shader button in the video controls
(works in fullscreen), Ctrl+1..6 / Ctrl+0, live apply with read-back,
failures fall back to Off with a toast. Render mode detected from
mpv's GL log; warns when on the software path. Docs include the
Jellyfin client section.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
foxyzandClaude Opus 5.5 committed 2026-10-07 01:45:54 +03:00
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import 'dart:io';
import 'package:flutter/services.dart';
import 'package:path_provider/path_provider.dart';
import 'shader_presets.dart';
const anime4kAssetDir = 'assets/shaders/anime4k';
/// mpv needs real files: copies the shipped Anime4K shaders out of the
/// asset bundle into `<supportDir>/shaders/anime4k-<version>`, once per
/// version (a `.complete` marker is written last, so a cut-short copy is
/// redone). Returns that directory.
Future<Directory> extractAnime4k(
Directory supportDir, {
AssetBundle? bundle,
}) async {
final dir = Directory(
'${supportDir.path}${Platform.pathSeparator}shaders'
'${Platform.pathSeparator}anime4k-$anime4kVersion');
final marker = File('${dir.path}${Platform.pathSeparator}.complete');
final files = anime4kAllFiles;
if (await marker.exists() &&
files.every((f) => File(_join(dir, f)).existsSync())) {
return dir;
}
await dir.create(recursive: true);
final b = bundle ?? rootBundle;
for (final name in [...files, 'LICENSE']) {
final data = await b.load('$anime4kAssetDir/$name');
await File(_join(dir, name)).writeAsBytes(
data.buffer.asUint8List(data.offsetInBytes, data.lengthInBytes),
flush: true);
}
await marker.writeAsString(anime4kVersion, flush: true);
return dir;
}
/// Absolute paths of [preset]'s Anime4K files inside [dir].
List<String> anime4kPaths(
Directory dir, ShaderPreset preset, ShaderQuality quality) =>
[for (final f in anime4kFiles(preset, quality)) _join(dir, f)];
String _join(Directory dir, String name) =>
'${dir.path}${Platform.pathSeparator}$name';
/// Where the shipped shaders get extracted; swapped in tests.
Future<Directory> Function() shaderSupportDir = getApplicationSupportDirectory;
/// Absolute `glsl-shaders` entries for a choice, extracting the shipped
/// files first when needed. Empty for [ShaderPreset.off].
Future<List<String>> shaderPathsFor(
ShaderPreset preset,
ShaderQuality quality,
List<String> custom,
) async {
if (preset == ShaderPreset.off) return const [];
if (preset == ShaderPreset.custom) return [...custom];
final dir = await extractAnime4k(await shaderSupportDir());
return anime4kPaths(dir, preset, quality);
}
/// Why [paths] can't go to mpv (a missing file, or a path holding the
/// list separator), or null when they can.
String? shaderPathsProblem(List<String> paths, {bool? windows}) {
final sep = shaderListSeparator(windows: windows);
for (final p in paths) {
final name = p.split(RegExp(r'[/\\]')).last;
// Windows drive letters ("C:\") are fine: there the separator is ';'.
if (p.contains(sep)) return '"$name" has "$sep" in its path';
if (!File(p).existsSync()) return '"$name" not found';
}
return null;
}
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import 'package:flutter/material.dart';
import 'package:signals/signals_flutter.dart';
import '../playback/playback_controller.dart';
import '../state/settings.dart';
import 'shader_presets.dart';
/// A shader pick from the menu; a null quality keeps the saved one.
typedef ShaderPick = (ShaderPreset, ShaderQuality?);
/// Compact shader button for the video controls bar (normal and
/// fullscreen). Opens a small menu: Off, the six Anime4K modes with
/// HQ / Fast, Custom. The menu is a route, so it outlives the controls
/// bar hiding under it; [onPick] runs on the caller's side.
class ShaderControlButton extends StatelessWidget {
final FocusNode focusNode;
final ReadonlySignal<RenderMode> renderMode;
final void Function(ShaderPreset preset, ShaderQuality? quality) onPick;
final ValueChanged<bool>? onMenuOpen;
const ShaderControlButton({
super.key,
required this.focusNode,
required this.renderMode,
required this.onPick,
this.onMenuOpen,
});
@override
Widget build(BuildContext context) {
final s = AppSettings.instance;
return SignalBuilder(builder: (context) {
final preset = s.shaderPreset.value;
final quality = s.shaderQuality.value;
final short = switch (preset) {
ShaderPreset.off => 'Shaders',
ShaderPreset.custom => 'Custom',
_ => '${preset.label.replaceFirst('Mode ', '')} ${quality.label}',
};
return Tooltip(
message: 'Video shaders (Ctrl+1..6, Ctrl+0 off)',
child: TextButton.icon(
focusNode: focusNode,
style: TextButton.styleFrom(
foregroundColor:
preset == ShaderPreset.off ? Colors.white : Colors.amberAccent,
padding: const EdgeInsets.symmetric(horizontal: 8),
tapTargetSize: MaterialTapTargetSize.shrinkWrap,
),
onPressed: () => _open(context),
icon: const Icon(Icons.auto_awesome, size: 16),
label: Text(short, style: const TextStyle(fontSize: 12)),
),
);
});
}
Future<void> _open(BuildContext context) async {
final s = AppSettings.instance;
final preset = s.shaderPreset.peek();
final quality = s.shaderQuality.peek();
final hasCustom = s.customShaders.peek().isNotEmpty;
final button = context.findRenderObject() as RenderBox;
final overlay =
Navigator.of(context).overlay!.context.findRenderObject() as RenderBox;
final position = RelativeRect.fromRect(
Rect.fromPoints(
button.localToGlobal(Offset.zero, ancestor: overlay),
button.localToGlobal(button.size.bottomRight(Offset.zero),
ancestor: overlay),
),
Offset.zero & overlay.size,
);
final software = renderMode.peek() == RenderMode.software;
onMenuOpen?.call(true);
final pick = await showMenu<ShaderPick>(
context: context,
position: position,
popUpAnimationStyle: AnimationStyle.noAnimation,
// Wider than Material's 280 px cap: the mode rows hold two chips.
constraints: const BoxConstraints(minWidth: 340, maxWidth: 340),
items: [
if (software)
const PopupMenuItem(
enabled: false,
height: 32,
child: Text('Software rendering: shaders have no effect',
style: TextStyle(fontSize: 12, color: Colors.orange)),
),
CheckedPopupMenuItem(
value: (ShaderPreset.off, null),
checked: preset == ShaderPreset.off,
height: 36,
child: const _Row(label: 'Off', keys: 'Ctrl+0'),
),
for (final (i, mode) in ShaderPreset.modes.indexed)
_ModeEntry(
mode: mode,
keys: 'Ctrl+${i + 1}',
current: preset == mode ? quality : null,
),
CheckedPopupMenuItem(
value: (ShaderPreset.custom, null),
checked: preset == ShaderPreset.custom,
enabled: hasCustom,
height: 36,
child: Text(hasCustom
? 'Custom shaders'
: 'Custom shaders (pick files in Settings)'),
),
],
);
onMenuOpen?.call(false);
if (pick != null) onPick(pick.$1, pick.$2);
}
}
class _Row extends StatelessWidget {
final String label;
final String keys;
const _Row({required this.label, required this.keys});
@override
Widget build(BuildContext context) {
return Row(
children: [
Expanded(child: Text(label)),
Text(keys, style: const TextStyle(fontSize: 11, color: Colors.grey)),
],
);
}
}
/// One Anime4K mode: the row picks it with the saved quality, the two
/// chips pick a quality explicitly.
class _ModeEntry extends PopupMenuEntry<ShaderPick> {
final ShaderPreset mode;
final String keys;
/// The active quality when this mode is the current one.
final ShaderQuality? current;
const _ModeEntry({
required this.mode,
required this.keys,
required this.current,
});
@override
double get height => 36;
@override
bool represents(ShaderPick? value) => value?.$1 == mode;
@override
State<_ModeEntry> createState() => _ModeEntryState();
}
class _ModeEntryState extends State<_ModeEntry> {
@override
Widget build(BuildContext context) {
final w = widget;
final theme = Theme.of(context);
void pick(ShaderQuality? q) => Navigator.of(context).pop((w.mode, q));
return InkWell(
onTap: () => pick(null),
child: Container(
height: w.height,
padding: const EdgeInsets.symmetric(horizontal: 12),
child: Row(
children: [
SizedBox(
width: 36,
child: w.current != null
? Icon(Icons.done, size: 20, color: theme.colorScheme.primary)
: null,
),
SizedBox(width: 96, child: Text(w.mode.label)),
for (final q in ShaderQuality.values)
Padding(
padding: const EdgeInsets.only(right: 4),
child: ChoiceChip(
label: Text(q.label, style: const TextStyle(fontSize: 11)),
selected: w.current == q,
showCheckmark: false,
visualDensity: VisualDensity.compact,
materialTapTargetSize: MaterialTapTargetSize.shrinkWrap,
labelPadding: const EdgeInsets.symmetric(horizontal: 4),
onSelected: (_) => pick(q),
),
),
const Spacer(),
Text(w.keys,
style: const TextStyle(fontSize: 11, color: Colors.grey)),
],
),
),
);
}
}
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import 'dart:io';
// Anime4K v4.0.1 presets, file for file as in Anime4K's mpv templates
// (md/Template/GLSL_Mac_Linux_{High,Low}-end/input.conf): HQ = the
// high-end GPU set, Fast = the low-end set.
/// Anime4K release the shipped files come from (assets/shaders/anime4k).
const anime4kVersion = '4.0.1';
enum ShaderPreset {
off('Off'),
a('Mode A'),
b('Mode B'),
c('Mode C'),
aa('Mode A+A'),
bb('Mode B+B'),
ca('Mode C+A'),
custom('Custom shaders');
final String label;
const ShaderPreset(this.label);
/// The six Anime4K modes, in Ctrl+1..Ctrl+6 order.
static const modes = [a, b, c, aa, bb, ca];
bool get isAnime4k => modes.contains(this);
}
enum ShaderQuality {
hq('HQ'),
fast('Fast');
final String label;
const ShaderQuality(this.label);
}
/// "Mode A (HQ)", "Off", "Custom shaders".
String shaderLabel(ShaderPreset preset, ShaderQuality quality) =>
preset.isAnime4k ? '${preset.label} (${quality.label})' : preset.label;
const _clamp = 'Anime4K_Clamp_Highlights.glsl';
const _down = [
'Anime4K_AutoDownscalePre_x2.glsl',
'Anime4K_AutoDownscalePre_x4.glsl',
];
/// Anime4K file names of [preset] in mpv order; empty for off/custom.
List<String> anime4kFiles(ShaderPreset preset, ShaderQuality quality) {
final hq = quality == ShaderQuality.hq;
// Big/small network sizes: HQ uses VL then M, Fast uses M then S.
final big = hq ? 'VL' : 'M';
final small = hq ? 'M' : 'S';
String restore(String size) => 'Anime4K_Restore_CNN_$size.glsl';
String soft(String size) => 'Anime4K_Restore_CNN_Soft_$size.glsl';
String up(String size) => 'Anime4K_Upscale_CNN_x2_$size.glsl';
String denoise(String size) => 'Anime4K_Upscale_Denoise_CNN_x2_$size.glsl';
return switch (preset) {
ShaderPreset.off || ShaderPreset.custom => const [],
ShaderPreset.a => [_clamp, restore(big), up(big), ..._down, up(small)],
ShaderPreset.b => [_clamp, soft(big), up(big), ..._down, up(small)],
ShaderPreset.c => [_clamp, denoise(big), ..._down, up(small)],
ShaderPreset.aa => [
_clamp, restore(big), up(big), restore(small), ..._down, up(small)
],
ShaderPreset.bb => [
_clamp, soft(big), up(big), ..._down, soft(small), up(small)
],
ShaderPreset.ca => [
_clamp, denoise(big), ..._down, restore(small), up(small)
],
};
}
/// Every file some preset needs: exactly what assets/shaders/anime4k holds.
List<String> get anime4kAllFiles => {
for (final p in ShaderPreset.modes)
for (final q in ShaderQuality.values) ...anime4kFiles(p, q),
}.toList()
..sort();
/// mpv's path-list separator: ';' on Windows, ':' elsewhere.
String shaderListSeparator({bool? windows}) =>
(windows ?? Platform.isWindows) ? ';' : ':';
/// The `glsl-shaders` value for [paths].
String joinShaderPaths(List<String> paths, {bool? windows}) =>
paths.join(shaderListSeparator(windows: windows));