Chromium Code Reviews
chromiumcodereview-hr@appspot.gserviceaccount.com (chromiumcodereview-hr) | Please choose your nickname with Settings | Help | Chromium Project | Gerrit Changes | Sign out
(607)

Side by Side Diff: src/sksl/README

Issue 2405383003: added basic dataflow analysis to skslc (Closed)
Patch Set: I have no idea what I was thinking Created 4 years, 2 months ago
Use n/p to move between diff chunks; N/P to move between comments. Draft comments are only viewable by you.
Jump to:
View unified diff | Download patch
« no previous file with comments | « src/gpu/effects/GrXfermodeFragmentProcessor.cpp ('k') | src/sksl/SkSLCFGGenerator.h » ('j') | no next file with comments »
Toggle Intra-line Diffs ('i') | Expand Comments ('e') | Collapse Comments ('c') | Show Comments Hide Comments ('s')
OLDNEW
1 Overview 1 Overview
2 ======== 2 ========
3 3
4 SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's 4 SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's
5 internal shading language. SkSL is, at its heart, a single standardized version 5 internal shading language. SkSL is, at its heart, a single standardized version
6 of GLSL which avoids all of the various version and dialect differences found 6 of GLSL which avoids all of the various version and dialect differences found
7 in GLSL "in the wild", but it does bring a few of its own changes to the table. 7 in GLSL "in the wild", but it does bring a few of its own changes to the table.
8 8
9 Skia uses the SkSL compiler to convert SkSL code to GLSL, GLSL ES, or SPIR-V 9 Skia uses the SkSL compiler to convert SkSL code to GLSL, GLSL ES, or SPIR-V
10 before handing it over to the graphics driver. 10 before handing it over to the graphics driver.
11 11
12 Differences from GLSL 12 Differences from GLSL
13 ===================== 13 =====================
14 14
15 SkSL is based on GLSL 4.5. For the most part, write SkSL exactly as you would 15 SkSL is based on GLSL 4.5. For the most part, write SkSL exactly as you would
16 desktop GLSL, and the SkSL compiler will take care of version and dialect 16 desktop GLSL, and the SkSL compiler will take care of version and dialect
17 differences (for instance, you always use "in" and "out", and skslc will handle 17 differences (for instance, you always use "in" and "out", and skslc will handle
18 translating them to "varying" and "attribute" as appropriate). Be aware of the 18 translating them to "varying" and "attribute" as appropriate). Be aware of the
19 following differences between SkSL and GLSL: 19 following differences between SkSL and GLSL:
20 20
21 * no #version or "precision" statement is required, and they will be ignored if 21 * no #version statement is required, and will be ignored if present
22 present
23 * the output color is sk_FragColor (do not declare it) 22 * the output color is sk_FragColor (do not declare it)
24 * lowp, mediump, and highp are always permitted (but will only be respected if 23 * lowp, mediump, and highp are always permitted (but will only be respected if
25 you run on a GLES device) 24 you run on a GLES device)
26 * you do not need to include ".0" to make a number a float (meaning that 25 * you do not need to include ".0" to make a number a float (meaning that
27 "vec2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would often 26 "vec2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would often
28 have to be expressed "vec2(x, y) * 4.0". There is no performance penalty for 27 have to be expressed "vec2(x, y) * 4.0". There is no performance penalty for
29 this, as the number is converted to a float at compile time) 28 this, as the number is converted to a float at compile time)
30 * type suffixes on numbers (1.0f, 0xFFu) are both unnecessary and unsupported 29 * type suffixes on numbers (1.0f, 0xFFu) are both unnecessary and unsupported
31 * some built-in functions and one or two rarely-used language features are not 30 * some built-in functions and one or two rarely-used language features are not
32 yet supported (sorry!) 31 yet supported (sorry!)
33 32
34 SkSL is still under development, and is expected to diverge further from GLSL 33 SkSL is still under development, and is expected to diverge further from GLSL
35 over time. 34 over time.
OLDNEW
« no previous file with comments | « src/gpu/effects/GrXfermodeFragmentProcessor.cpp ('k') | src/sksl/SkSLCFGGenerator.h » ('j') | no next file with comments »

Powered by Google App Engine
This is Rietveld 408576698