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authorGravatar ethannicholas <ethannicholas@google.com>2016-09-26 13:43:47 -0700
committerGravatar Commit bot <commit-bot@chromium.org>2016-09-26 13:43:47 -0700
commit29111a3e71f59b26c1feebf6b30db5c68a27d5a9 (patch)
treef0adeb3061610aed50cff350f528d0a952f63c0a /src/sksl/README
parent2cc7f8d196793a8a7f8d50b104f733f9a476788c (diff)
Revert of Turned on SkSL->GLSL compiler (patchset #37 id:800001 of https://codereview.chromium.org/2288033003/ )
Reason for revert: Gold image breakage Original issue's description: > Turned on SkSL->GLSL compiler > GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003 > > Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3 > Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310 TBR=benjaminwagner@google.com,bsalomon@google.com,egdaniel@google.com # Skipping CQ checks because original CL landed less than 1 days ago. NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Review-Url: https://codereview.chromium.org/2372773002
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-Overview
-========
-
-SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's
-internal shading language. SkSL is, at its heart, a single standardized version
-of GLSL which avoids all of the various version and dialect differences found
-in GLSL "in the wild", but it does bring a few of its own changes to the table.
-
-Skia uses the SkSL compiler to convert SkSL code to GLSL, GLSL ES, or SPIR-V
-before handing it over to the graphics driver.
-
-Differences from GLSL
-=====================
-
-SkSL is based on GLSL 4.5. For the most part, write SkSL exactly as you would
-desktop GLSL, and the SkSL compiler will take care of version and dialect
-differences (for instance, you always use "in" and "out", and skslc will handle
-translating them to "varying" and "attribute" as appropriate). Be aware of the
-following differences between SkSL and GLSL:
-
-* no #version or "precision" statement is required, and they will be ignored if
- present
-* the output color is sk_FragColor (do not declare it)
-* lowp, mediump, and highp are always permitted (but will only be respected if
- you run on a GLES device)
-* you do not need to include ".0" to make a number a float (meaning that
- "vec2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would often
- have to be expressed "vec2(x, y) * 4.0". There is no performance penalty for
- this, as the number is converted to a float at compile time)
-* type suffixes on numbers (1.0f, 0xFFu) are both unnecessary and unsupported
-* some built-in functions and one or two rarely-used language features are not
- yet supported (sorry!)
-
-SkSL is still under development, and is expected to diverge further from GLSL
-over time.