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authorGravatar Ethan Nicholas <ethannicholas@google.com>2017-09-20 11:24:15 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-09-22 13:54:38 +0000
commit8aa4569c139a7a7ac38c62b25e3af40309cc2ee2 (patch)
tree7a26824983b55df440a1c369798936da7f872351 /src/sksl/README
parentb7d42e3c11a6e1d89e8b1af030511e935ee065ba (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/README5
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