8c3d183cc2
Added comments to explain the semantics (both what's expected when you set the uniform, and what you see in the shader). The old name was confusing, because it sounded like you got an sRGB color in the shader. This is terse, but I think it's the cleanest syntax - and for embedding clients, they can use C++ (etc.) API to require that color uniforms are assigned from color types. Bug: skia:10479 Change-Id: If00ea754060494aaa83001a5b357687953de8a5f Reviewed-on: https://skia-review.googlesource.com/c/skia/+/480577 Reviewed-by: John Stiles <johnstiles@google.com> Reviewed-by: Derek Sollenberger <djsollen@google.com> Commit-Queue: Brian Osman <brianosman@google.com> |
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.. | ||
blend | ||
errors | ||
es2_conformance | ||
folding | ||
glsl | ||
inliner | ||
intrinsics | ||
metal | ||
runtime | ||
runtime_errors | ||
shared | ||
spirv | ||
workarounds | ||
README.txt | ||
update_fuzzer.py |
This directory contains source files for testing skslc compilation. The compiled output files are in the /tests/sksl/ directory.