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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 * 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   "float2x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would often
     50   have to be expressed "float2x, y) * 4.0". There is no performance penalty for
     51   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. float2float31))) 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 
     61 SkSL is still under development, and is expected to diverge further from GLSL
     62 over time.
     63 
     64 
     65 SkSL Fragment Processors
     66 ========================
     67 
     68 An extension of SkSL allows for the creation of fragment processors in pure
     69 SkSL. The program defines its inputs similarly to a normal SkSL program (with
     70 'in' and 'uniform' variables), but the 'main()' function represents only this
     71 fragment processor's portion of the overall fragment shader.
     72 
     73 Within an '.fp' fragment processor file:
     74 
     75 * C++ code can be embedded in sections of the form:
     76 
     77   @section_name { <arbitrary C++ code> }
     78 
     79   Supported section are:
     80     @header            (in the .h file, outside the class declaration)
     81     @headerEnd         (at the end of the .h file)
     82     @class             (in the .h file, inside the class declaration)
     83     @cpp               (in the .cpp file)
     84     @cppEnd            (at the end of the .cpp file)
     85     @constructorParams (extra parameters to the constructor, comma-separated)
     86     @constructor       (replaces the default constructor)
     87     @initializers      (constructor initializer list, comma-separated)
     88     @emitCode          (extra code for the emitCode function)
     89     @fields            (extra private fields, each terminated with a semicolon)
     90     @make              (replaces the default Make function)
     91     @clone             (replaces the default clone() function)
     92     @setData(<pdman>)  (extra code for the setData function, where <pdman> is
     93                         the name of the GrGLSLProgramDataManager)
     94     @test(<testData>)  (the body of the TestCreate function, where <testData> is
     95                         the name of the GrProcessorTestData* parameter)
     96     @coordTransform(<sampler>)
     97                        (the matrix to attach to the named sampler2D's
     98                         GrCoordTransform)
     99     @samplerParams(<sampler>)
    100                        (the sampler params to attach to the named sampler2D)
    101 * global 'in' variables represent data passed to the fragment processor at
    102   construction time. These variables become constructor parameters and are
    103   stored in fragment processor fields. float2 map to SkPoints, and float4 map to
    104   SkRects (in x, y, width, height) order.
    105 * 'uniform' variables become, as one would expect, top-level uniforms. By
    106   default they do not have any data provided to them; you will need to provide
    107   them with data via the @setData section.
    108 * 'in uniform' variables are uniforms that are automatically wired up to
    109   fragment processor constructor parameters
    110 * the 'sk_TransformedCoords2D' array provides access to 2D transformed
    111   coordinates. sk_TransformedCoords2D[0] is equivalent to calling
    112   fragBuilder->ensureCoords2D(args.fTransformedCoords[0]) (and the result is
    113   cached, so you need not worry about using the value repeatedly).
    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 * 'float4' / 'half4' variables support an additional 'ctype' layout key,
    123   providing the type they should be represented as from within the C++ code.
    124   Currently the only two supported ctypes are 'SkRect' and 'SkPMColor'.
    125