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 12 13Differences from GLSL 14===================== 15 16* Precision modifiers are not used. 'float', 'int', and 'uint' are always high 17 precision. New types 'half', 'short', and 'ushort' are medium precision (we 18 do not use low precision). 19* Vector types are named <base type><columns>, so float2 instead of vec2 and 20 bool4 instead of bvec4 21* Matrix types are named <base type><columns>x<rows>, so float2x3 instead of 22 mat2x3 and double4x4 instead of dmat4 23* "@if" and "@switch" are static versions of if and switch. They behave exactly 24 the same as if and switch in all respects other than it being a compile-time 25 error to use a non-constant expression as a test. 26* GLSL caps can be referenced via the syntax 'sk_Caps.<name>', e.g. 27 sk_Caps.sampleVariablesSupport. The value will be a constant boolean or int, 28 as appropriate. As SkSL supports constant folding and branch elimination, this 29 means that an 'if' statement which statically queries a cap will collapse down 30 to the chosen branch, meaning that: 31 32 if (sk_Caps.externalTextureSupport) 33 do_something(); 34 else 35 do_something_else(); 36 37 will compile as if you had written either 'do_something();' or 38 'do_something_else();', depending on whether that cap is enabled or not. 39* no #version statement is required, and it will be ignored if present 40* the output color is sk_FragColor (do not declare it) 41* use sk_Position instead of gl_Position. sk_Position is in device coordinates 42 rather than normalized coordinates. 43* use sk_PointSize instead of gl_PointSize 44* use sk_VertexID instead of gl_VertexID 45* use sk_InstanceID instead of gl_InstanceID 46* the fragment coordinate is sk_FragCoord, and is always relative to the upper 47 left. 48* you do not need to include ".0" to make a number a float (meaning that 49 "float2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would 50 often have to be expressed "float2(x, y) * 4.0". There is no performance 51 penalty for this, as the number is converted to a float at compile time) 52* type suffixes on numbers (1.0f, 0xFFu) are both unnecessary and unsupported 53* creating a smaller vector from a larger vector (e.g. float2(float3(1))) is 54 intentionally disallowed, as it is just a wordier way of performing a swizzle. 55 Use swizzles instead. 56* Use texture() instead of textureProj(), e.g. texture(sampler2D, float3) is 57 equivalent to GLSL's textureProj(sampler2D, float3) 58* some built-in functions and one or two rarely-used language features are not 59 yet supported (sorry!) 60 61SkSL is still under development, and is expected to diverge further from GLSL 62over time. 63 64 65SkSL Fragment Processors 66======================== 67 68******************************************************************************** 69*** IMPORTANT: You must set gn arg "skia_compile_processors = true" to cause *** 70*** .fp files to be recompiled! In order for compilation to succeed, you *** 71*** must run bin/fetch-clang-format (once) to install our blessed version. *** 72******************************************************************************** 73 74An extension of SkSL allows for the creation of fragment processors in pure 75SkSL. The program defines its inputs similarly to a normal SkSL program (with 76'in' and 'uniform' variables), but the 'main()' function represents only this 77fragment processor's portion of the overall fragment shader. 78 79Within an '.fp' fragment processor file: 80 81* C++ code can be embedded in sections of the form: 82 83 @section_name { <arbitrary C++ code> } 84 85 Supported section are: 86 @header (in the .h file, outside the class declaration) 87 @headerEnd (at the end of the .h file) 88 @class (in the .h file, inside the class declaration) 89 @cpp (in the .cpp file) 90 @cppEnd (at the end of the .cpp file) 91 @constructorParams (extra parameters to the constructor, comma-separated) 92 @constructor (replaces the default constructor) 93 @initializers (constructor initializer list, comma-separated) 94 @emitCode (extra code for the emitCode function) 95 @fields (extra private fields, each terminated with a semicolon) 96 @make (replaces the default Make function) 97 @clone (replaces the default clone() function) 98 @setData(<pdman>) (extra code for the setData function, where <pdman> is 99 the name of the GrGLSLProgramDataManager) 100 @test(<testData>) (the body of the TestCreate function, where <testData> is 101 the name of the GrProcessorTestData* parameter) 102 @coordTransform(<sampler>) 103 (the matrix to attach to the named sampler2D's 104 GrCoordTransform) 105 @samplerParams(<sampler>) 106 (the sampler params to attach to the named sampler2D) 107* global 'in' variables represent data passed to the fragment processor at 108 construction time. These variables become constructor parameters and are 109 stored in fragment processor fields. By default float2/half2 maps to SkPoints, 110 and float4/half4 maps to SkRects (in x, y, width, height) order. Use ctype 111 (below) to override this default mapping. 112* global variables support an additional 'ctype' layout key, providing the type 113 they should be represented as from within the C++ code. For instance, you can 114 use 'layout(ctype=GrColor4f) in half4 color;' to create a variable that looks 115 like a half4 on the SkSL side of things, and a GrColor4f on the C++ side of 116 things. 117* 'uniform' variables become, as one would expect, top-level uniforms. By 118 default they do not have any data provided to them; you will need to provide 119 them with data via the @setData section. 120* 'in uniform' variables are uniforms that are automatically wired up to 121 fragment processor constructor parameters. The fragment processor will accept 122 a parameter representing the uniform's value, and automatically plumb it 123 through to the uniform's value in its generated setData() function. 124* the 'sk_TransformedCoords2D' array provides access to 2D transformed 125 coordinates. sk_TransformedCoords2D[0] is equivalent to calling 126 fragBuilder->ensureCoords2D(args.fTransformedCoords[0]) (and the result is 127 cached, so you need not worry about using the value repeatedly). 128* Uniform variables support an additional 'when' layout key. 129 'layout(when=foo) uniform int x;' means that this uniform will only be 130 emitted when the 'foo' expression is true. 131* 'in' variables support an additional 'key' layout key. 132 'layout(key) uniform int x;' means that this uniform should be included in 133 the program's key. Matrix variables additionally support 'key=identity', 134 which causes the key to consider only whether or not the matrix is an 135 identity matrix. 136 137 138Creating a new .fp file 139======================= 140 1411. Ensure that you have set gn arg "skia_compile_processors = true" 1422. Create your new .fp file, generally under src/gpu/effects. 1433. Add the .fp file to sksl.gni. 1444. Build Skia. This will cause the .fp file to be compiled, resulting in a new 145 .cpp and .h file for the fragment processor. 1465. Add the .cpp and .h files to gpu.gni. 1476. Add the new processor's ClassID (k<ProcessorName>_ClassID) to 148 GrProcessor::ClassID. 1497. At this point you can reference the new fragment processor from within Skia. 150 151Once you have done this initial setup, simply re-build Skia to pick up any 152changes to the .fp file.