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diff --git a/src/sksl/README b/src/sksl/README deleted file mode 100644 index 1427c21926..0000000000 --- a/src/sksl/README +++ /dev/null @@ -1,35 +0,0 @@ -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. |