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authorGravatar Ethan Nicholas <ethannicholas@google.com>2017-03-30 18:42:48 +0000
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-03-30 18:42:59 +0000
commitbcf35f86d50b784b165de703b404998dd4299f6a (patch)
tree9fcd85326b1a5dbda864da9431a878bb62f65191 /src/sksl/README
parent7833466da45bfa1e078427c4a6db94d41c5c1535 (diff)
Revert "skslc can now be compiled with no Skia dependencies, in preparation for"
This reverts commit 7833466da45bfa1e078427c4a6db94d41c5c1535. Reason for revert: Vulkan assertion failure Original change's description: > skslc can now be compiled with no Skia dependencies, in preparation for > its eventual role in Skia's build process. > > Bug: skia: > Change-Id: Iaa9933f4fc4a64bec60aa897c509a3513f457a78 > Reviewed-on: https://skia-review.googlesource.com/10282 > Commit-Queue: Ethan Nicholas <ethannicholas@google.com> > Reviewed-by: Ben Wagner <benjaminwagner@google.com> > TBR=egdaniel@google.com,benjaminwagner@google.com,ethannicholas@google.com,reviews@skia.org NOPRESUBMIT=true NOTREECHECKS=true NOTRY=true Change-Id: Ic64cac2395abb406116885ddd725f74a434c8c49 Reviewed-on: https://skia-review.googlesource.com/10758 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Diffstat (limited to 'src/sksl/README')
-rw-r--r--src/sksl/README8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/sksl/README b/src/sksl/README
index 5e8e21b92f..25b07c18e1 100644
--- a/src/sksl/README
+++ b/src/sksl/README
@@ -1,7 +1,7 @@
Overview
========
-SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's
+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.
@@ -15,7 +15,7 @@ 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
+translating them to "varying" and "attribute" as appropriate). Be aware of the
following differences between SkSL and GLSL:
* GLSL caps can be referenced via the syntax 'sk_Caps.<name>', e.g.
@@ -36,11 +36,11 @@ following differences between SkSL and 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
+* 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
"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
+ 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
* creating a smaller vector from a larger vector (e.g. vec2(vec3(1))) is