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diff --git a/src/sksl/README b/src/sksl/README new file mode 100644 index 0000000000..da426923e3 --- /dev/null +++ b/src/sksl/README @@ -0,0 +1,34 @@ +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 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) +* 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. |