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README

      1 Overview
      2 ========
      3 
      4 SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's
      5 internal shading language. SkSL is, at its heart, a single standardized version
      6 of GLSL which avoids all of the various version and dialect differences found
      7 in GLSL "in the wild", but it does bring a few of its own changes to the table.
      8 
      9 Skia uses the SkSL compiler to convert SkSL code to GLSL, GLSL ES, or SPIR-V
     10 before handing it over to the graphics driver.
     11 
     12 
     13 Differences from GLSL
     14 =====================
     15 
     16 SkSL is based on GLSL 4.5. For the most part, write SkSL exactly as you would
     17 desktop GLSL, and the SkSL compiler will take care of version and dialect
     18 differences (for instance, you always use "in" and "out", and skslc will handle
     19 translating them to "varying" and "attribute" as appropriate). Be aware of the
     20 following differences between SkSL and GLSL:
     21 
     22 * "@if" and "@switch" are static versions of if and switch. They behave exactly
     23   the same as if and switch in all respects other than it being a compile-time
     24   error to use a non-constant expression as a test.
     25 * GLSL caps can be referenced via the syntax 'sk_Caps.<name>', e.g.
     26   sk_Caps.sampleVariablesSupport. The value will be a constant boolean or int,
     27   as appropriate. As SkSL supports constant folding and branch elimination, this
     28   means that an 'if' statement which statically queries a cap will collapse down
     29   to the chosen branch, meaning that:
     30 
     31     if (sk_Caps.externalTextureSupport)
     32         do_something();
     33     else
     34         do_something_else();
     35 
     36   will compile as if you had written either 'do_something();' or
     37   'do_something_else();', depending on whether that cap is enabled or not.
     38 * no #version statement is required, and will be ignored if present
     39 * the output color is sk_FragColor (do not declare it)
     40 * use sk_VertexID instead of gl_VertexID
     41 * the fragment coordinate is sk_FragCoord, and is always relative to the upper
     42   left.
     43 * lowp, mediump, and highp are always permitted (but will only be respected if
     44   you run on a device which supports them)
     45 * you do not need to include ".0" to make a number a float (meaning that
     46   "vec2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would often
     47   have to be expressed "vec2(x, y) * 4.0". There is no performance penalty for
     48   this, as the number is converted to a float at compile time)
     49 * type suffixes on numbers (1.0f, 0xFFu) are both unnecessary and unsupported
     50 * creating a smaller vector from a larger vector (e.g. vec2(vec3(1))) is
     51   intentionally disallowed, as it is just a wordier way of performing a swizzle.
     52   Use swizzles instead.
     53 * Use texture() instead of textureProj(), e.g. texture(sampler2D, vec3) is
     54   equivalent to GLSL's textureProj(sampler2D, vec3)
     55 * some built-in functions and one or two rarely-used language features are not
     56   yet supported (sorry!)
     57 
     58 SkSL is still under development, and is expected to diverge further from GLSL
     59 over time.
     60 
     61 
     62 SkSL Fragment Processors
     63 ========================
     64 
     65 An extension of SkSL allows for the creation of fragment processors in pure
     66 SkSL. The program defines its inputs similarly to a normal SkSL program (with
     67 'in' and 'uniform' variables), but the 'main()' function represents only this
     68 fragment processor's portion of the overall fragment shader.
     69 
     70 Within an '.fp' fragment processor file:
     71 
     72 * C++ code can be embedded in sections of the form:
     73 
     74   @section_name { <arbitrary C++ code> }
     75 
     76   Supported section are:
     77     @header            (in the .h file, outside the class declaration)
     78     @headerEnd         (at the end of the .h file)
     79     @class             (in the .h file, inside the class declaration)
     80     @cpp               (in the .cpp file)
     81     @cppEnd            (at the end of the .cpp file)
     82     @constructorParams (extra parameters to the constructor, comma-separated)
     83     @constructor       (replaces the default constructor)
     84     @initializers      (constructor initializer list, comma-separated)
     85     @emitCode          (extra code for the emitCode function)
     86     @fields            (extra private fields, each terminated with a semicolon)
     87     @make              (replaces the default Make function)
     88     @setData(<pdman>)  (extra code for the setData function, where <pdman> is
     89                         the name of the GrGLSLProgramDataManager)
     90     @test(<testData>)  (the body of the TestCreate function, where <testData> is
     91                         the name of the GrProcessorTestData* parameter)
     92     @coordTransform(<sampler>)
     93                        (the matrix to attach to the named sampler2D's
     94                         GrCoordTransform)
     95     @samplerParams(<sampler>)
     96                        (the sampler params to attach to the named sampler2D)
     97 * global 'in' variables represent data passed to the fragment processor at
     98   construction time. These variables become constructor parameters and are
     99   stored in fragment processor fields. vec2s map to SkPoints, and vec4s map to
    100   SkRects (in x, y, width, height) order.
    101 * 'uniform' variables become, as one would expect, top-level uniforms. By
    102   default they do not have any data provided to them; you will need to provide
    103   them with data via the @setData section.
    104 * 'in uniform' variables are uniforms that are automatically wired up to
    105   fragment processor constructor parameters
    106 * the 'sk_TransformedCoords2D' array provides access to 2D transformed
    107   coordinates. sk_TransformedCoords2D[0] is equivalent to calling
    108   fragBuilder->ensureCoords2D(args.fTransformedCoords[0]) (and the result is
    109   cached, so you need not worry about using the value repeatedly).
    110 * 'colorSpaceXform' is a supported type. It is reflected within SkSL as a mat4,
    111   and on the C++ side as sk_sp<GrColorSpaceXform>.
    112 * the texture() function can be passed a colorSpaceXform as an additional
    113   parameter
    114 * Uniform variables support an additional 'when' layout key.
    115   'layout(when=foo) uniform int x;' means that this uniform will only be
    116   emitted when the 'foo' expression is true.
    117 * 'in' variables support an additional 'key' layout key.
    118   'layout(key) uniform int x;' means that this uniform should be included in
    119   the program's key. Matrix variables additionally support 'key=identity',
    120   which causes the key to consider only whether or not the matrix is an
    121   identity matrix.
    122