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ast/22-Nov-2023-1,621868

ir/22-Nov-2023-3,1562,017

GLSL.std.450.hD22-Nov-20234 KiB13290

READMED22-Nov-20232.6 KiB5647

SkSLCFGGenerator.cppD22-Nov-202316.4 KiB398370

SkSLCFGGenerator.hD22-Nov-20232.8 KiB10049

SkSLCodeGenerator.hD22-Nov-2023731 4019

SkSLCompiler.cppD22-Nov-202320.5 KiB568492

SkSLCompiler.hD22-Nov-20232.4 KiB9252

SkSLContext.hD22-Nov-202315.1 KiB294241

SkSLErrorReporter.hD22-Nov-2023594 3415

SkSLGLSLCodeGenerator.cppD22-Nov-202330.6 KiB866795

SkSLGLSLCodeGenerator.hD22-Nov-20235.3 KiB186120

SkSLIRGenerator.cppD22-Nov-202372.2 KiB1,6871,582

SkSLIRGenerator.hD22-Nov-20237.7 KiB187145

SkSLMain.cppD22-Nov-20232.4 KiB7461

SkSLMemoryLayout.hD22-Nov-20234.2 KiB12991

SkSLParser.cppD22-Nov-202358.9 KiB1,7011,550

SkSLParser.hD22-Nov-20236 KiB224112

SkSLPosition.hD22-Nov-2023642 3919

SkSLSPIRVCodeGenerator.cppD22-Nov-2023127.1 KiB2,9242,709

SkSLSPIRVCodeGenerator.hD22-Nov-202310.6 KiB312192

SkSLToken.hD22-Nov-20235.9 KiB217193

SkSLUtil.cppD22-Nov-20232.6 KiB127101

SkSLUtil.hD22-Nov-20234.7 KiB158117

disable_flex_warnings.hD22-Nov-2023806 2718

layout.flexD22-Nov-20232.1 KiB6248

lex.layout.cD22-Nov-202362.4 KiB2,1901,386

lex.layout.cppD22-Nov-2023204 102

lex.layout.hD22-Nov-2023390 135

lex.sksl.cD22-Nov-202371.6 KiB2,6101,798

sksl.flexD22-Nov-20234.3 KiB219116

sksl.includeD22-Nov-202326.2 KiB530514

sksl_frag.includeD22-Nov-2023780 2216

sksl_geom.includeD22-Nov-2023563 2518

sksl_vert.includeD22-Nov-2023271 159

spirv.hD22-Nov-202327.7 KiB871780

README

1Overview
2========
3
4SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's
5internal shading language. SkSL is, at its heart, a single standardized version
6of GLSL which avoids all of the various version and dialect differences found
7in GLSL "in the wild", but it does bring a few of its own changes to the table.
8
9Skia uses the SkSL compiler to convert SkSL code to GLSL, GLSL ES, or SPIR-V
10before handing it over to the graphics driver.
11
12Differences from GLSL
13=====================
14
15SkSL is based on GLSL 4.5. For the most part, write SkSL exactly as you would
16desktop GLSL, and the SkSL compiler will take care of version and dialect
17differences (for instance, you always use "in" and "out", and skslc will handle
18translating them to "varying" and "attribute" as appropriate). Be aware of the
19following differences between SkSL and GLSL:
20
21* GLSL caps can be referenced via the syntax 'sk_Caps.<name>', e.g.
22  sk_Caps.sampleVariablesSupport. The value will be a constant boolean or int,
23  as appropriate. As SkSL supports constant folding and branch elimination, this
24  means that an 'if' statement which statically queries a cap will collapse down
25  to the chosen branch, meaning that:
26
27    if (sk_Caps.externalTextureSupport)
28        do_something();
29    else
30        do_something_else();
31
32  will compile as if you had written either 'do_something();' or
33  'do_something_else();', depending on whether that cap is enabled or not.
34* no #version statement is required, and will be ignored if present
35* the output color is sk_FragColor (do not declare it)
36* use sk_VertexID instead of gl_VertexID
37* the fragment coordinate is sk_FragCoord, and is always relative to the upper
38  left.
39* lowp, mediump, and highp are always permitted (but will only be respected if
40  you run on a device which supports them)
41* you do not need to include ".0" to make a number a float (meaning that
42  "vec2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would often
43  have to be expressed "vec2(x, y) * 4.0". There is no performance penalty for
44  this, as the number is converted to a float at compile time)
45* type suffixes on numbers (1.0f, 0xFFu) are both unnecessary and unsupported
46* creating a smaller vector from a larger vector (e.g. vec2(vec3(1))) is
47  intentionally disallowed, as it is just a wordier way of performing a swizzle.
48  Use swizzles instead.
49* Use texture() instead of textureProj(), e.g. texture(sampler2D, vec3) is
50  equivalent to GLSL's textureProj(sampler2D, vec3)
51* some built-in functions and one or two rarely-used language features are not
52  yet supported (sorry!)
53
54SkSL is still under development, and is expected to diverge further from GLSL
55over time.
56