From 8aa4569c139a7a7ac38c62b25e3af40309cc2ee2 Mon Sep 17 00:00:00 2001 From: Ethan Nicholas Date: Wed, 20 Sep 2017 11:24:15 -0400 Subject: 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 Reviewed-by: Brian Salomon --- src/sksl/README | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'src/sksl/README') 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 , so float2 instead of vec2 and bool4 instead of bvec4 * Matrix types are named x, 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 -- cgit v1.2.3