updated SkSL README
Bug: skia: Change-Id: Iac2f0451ab86a9fa17e119a562c1305b31aa1069 Reviewed-on: https://skia-review.googlesource.com/102144 Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
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@ -46,15 +46,15 @@ Differences from GLSL
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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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* you do not need to include ".0" to make a number a float (meaning that
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"float2x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would often
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have to be expressed "float2x, 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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"float2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would
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often have to be expressed "float2(x, y) * 4.0". There is no performance
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penalty for 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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* creating a smaller vector from a larger vector (e.g. float2float31))) is
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* creating a smaller vector from a larger vector (e.g. float2(float3(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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* Use texture() instead of textureProj(), e.g. texture(sampler2D, float3 is
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equivalent to GLSL's textureProj(sampler2D, float3
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* Use texture() instead of textureProj(), e.g. texture(sampler2D, float3) is
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equivalent to GLSL's textureProj(sampler2D, float3)
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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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@ -65,6 +65,12 @@ over time.
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SkSL Fragment Processors
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========================
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********************************************************************************
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*** IMPORTANT: You must set gn arg "skia_compile_processors = true" to cause ***
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*** .fp files to be recompiled! In order for compilation to succeed, you ***
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*** must run bin/fetch-clang-format (once) to install our blessed version. ***
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********************************************************************************
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An extension of SkSL allows for the creation of fragment processors in pure
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SkSL. The program defines its inputs similarly to a normal SkSL program (with
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'in' and 'uniform' variables), but the 'main()' function represents only this
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@ -100,13 +106,21 @@ Within an '.fp' fragment processor file:
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(the sampler params to attach to the named sampler2D)
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* global 'in' variables represent data passed to the fragment processor at
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construction time. These variables become constructor parameters and are
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stored in fragment processor fields. float2 map to SkPoints, and float4 map to
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SkRects (in x, y, width, height) order.
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stored in fragment processor fields. By default float2/half2 maps to SkPoints,
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and float4/half4 maps to SkRects (in x, y, width, height) order. Use ctype
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(below) to override this default mapping.
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* global variables support an additional 'ctype' layout key, providing the type
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they should be represented as from within the C++ code. For instance, you can
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use 'layout(ctype=GrColor4f) in half4 color;' to create a variable that looks
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like a half4 on the SkSL side of things, and a GrColor4f on the C++ side of
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things.
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* 'uniform' variables become, as one would expect, top-level uniforms. By
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default they do not have any data provided to them; you will need to provide
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them with data via the @setData section.
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* 'in uniform' variables are uniforms that are automatically wired up to
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fragment processor constructor parameters
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fragment processor constructor parameters. The fragment processor will accept
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a parameter representing the uniform's value, and automatically plumb it
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through to the uniform's value in its generated setData() function.
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* the 'sk_TransformedCoords2D' array provides access to 2D transformed
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coordinates. sk_TransformedCoords2D[0] is equivalent to calling
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fragBuilder->ensureCoords2D(args.fTransformedCoords[0]) (and the result is
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@ -119,6 +133,20 @@ Within an '.fp' fragment processor file:
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the program's key. Matrix variables additionally support 'key=identity',
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which causes the key to consider only whether or not the matrix is an
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identity matrix.
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* 'float4' / 'half4' variables support an additional 'ctype' layout key,
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providing the type they should be represented as from within the C++ code.
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Currently the only two supported ctypes are 'SkRect' and 'SkPMColor'.
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Creating a new .fp file
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=======================
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1. Ensure that you have set gn arg "skia_compile_processors = true"
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2. Create your new .fp file, generally under src/gpu/effects.
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3. Add the .fp file to sksl.gni.
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4. Build Skia. This will cause the .fp file to be compiled, resulting in a new
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.cpp and .h file for the fragment processor.
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5. Add the .cpp and .h files to gpu.gni.
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6. Add the new processor's ClassID (k<ProcessorName>_ClassID) to
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GrProcessor::ClassID.
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7. At this point you can reference the new fragment processor from within Skia.
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Once you have done this initial setup, simply re-build Skia to pick up any
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changes to the .fp file.
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