2016-10-12 13:39:56 +00:00
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Overview
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========
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2017-03-31 16:04:34 +00:00
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SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's
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2016-10-12 13:39:56 +00:00
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internal shading language. SkSL is, at its heart, a single standardized version
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of GLSL which avoids all of the various version and dialect differences found
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in GLSL "in the wild", but it does bring a few of its own changes to the table.
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Skia uses the SkSL compiler to convert SkSL code to GLSL, GLSL ES, or SPIR-V
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before handing it over to the graphics driver.
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Differences from GLSL
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=====================
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SkSL is based on GLSL 4.5. For the most part, write SkSL exactly as you would
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desktop GLSL, and the SkSL compiler will take care of version and dialect
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differences (for instance, you always use "in" and "out", and skslc will handle
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translating them to "varying" and "attribute" as appropriate). Be aware of the
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following differences between SkSL and GLSL:
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2016-11-21 20:59:48 +00:00
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* GLSL caps can be referenced via the syntax 'sk_Caps.<name>', e.g.
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sk_Caps.sampleVariablesSupport. The value will be a constant boolean or int,
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as appropriate. As SkSL supports constant folding and branch elimination, this
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means that an 'if' statement which statically queries a cap will collapse down
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to the chosen branch, meaning that:
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if (sk_Caps.externalTextureSupport)
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do_something();
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else
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do_something_else();
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will compile as if you had written either 'do_something();' or
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'do_something_else();', depending on whether that cap is enabled or not.
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* no #version statement is required, and will be ignored if present
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* the output color is sk_FragColor (do not declare it)
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* use sk_VertexID instead of gl_VertexID
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* the fragment coordinate is sk_FragCoord, and is always relative to the upper
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left.
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* lowp, mediump, and highp are always permitted (but will only be respected if
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you run on a device which supports them)
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* you do not need to include ".0" to make a number a float (meaning that
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"vec2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would often
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have to be expressed "vec2(x, y) * 4.0". There is no performance penalty for
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this, as the number is converted to a float at compile time)
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* type suffixes on numbers (1.0f, 0xFFu) are both unnecessary and unsupported
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2017-02-09 18:57:14 +00:00
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* creating a smaller vector from a larger vector (e.g. vec2(vec3(1))) is
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intentionally disallowed, as it is just a wordier way of performing a swizzle.
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Use swizzles instead.
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2016-11-28 17:03:26 +00:00
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* Use texture() instead of textureProj(), e.g. texture(sampler2D, vec3) is
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equivalent to GLSL's textureProj(sampler2D, vec3)
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2016-10-12 13:39:56 +00:00
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* some built-in functions and one or two rarely-used language features are not
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yet supported (sorry!)
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SkSL is still under development, and is expected to diverge further from GLSL
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over time.
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