diff options
author | Ethan Nicholas <ethannicholas@google.com> | 2017-09-20 11:24:15 -0400 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2017-09-22 13:54:38 +0000 |
commit | 8aa4569c139a7a7ac38c62b25e3af40309cc2ee2 (patch) | |
tree | 7a26824983b55df440a1c369798936da7f872351 /src/sksl/README | |
parent | b7d42e3c11a6e1d89e8b1af030511e935ee065ba (diff) |
switched SkSL's temporary 'highfloat' type back to 'float'
Bug: skia:
Change-Id: If0debae7318b6b5b4a7cb85d458996a09931127e
Reviewed-on: https://skia-review.googlesource.com/48760
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Diffstat (limited to 'src/sksl/README')
-rw-r--r-- | src/sksl/README | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/src/sksl/README b/src/sksl/README index 329fa08ad7..40bdf1e329 100644 --- a/src/sksl/README +++ b/src/sksl/README @@ -13,6 +13,9 @@ before handing it over to the graphics driver. Differences from GLSL ===================== +* Precision modifiers are not used. 'float', 'int', and 'uint' are always high + precision. New types 'half', 'short', and 'ushort' are medium precision (we + do not use low precision). * Vector types are named <base type><columns>, so float2 instead of vec2 and bool4 instead of bvec4 * Matrix types are named <base type><columns>x<rows>, so float2x3 instead of @@ -38,8 +41,6 @@ Differences from GLSL * use sk_VertexID instead of gl_VertexID * the fragment coordinate is sk_FragCoord, and is always relative to the upper left. -* lowp, mediump, and highp are always permitted (but will only be respected if - you run on a device which supports them) * you do not need to include ".0" to make a number a float (meaning that "float2x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would often have to be expressed "float2x, y) * 4.0". There is no performance penalty for |