| Overview |
| ======== |
| |
| SkSL ("Skia Shading Language") is a variant of GLSL which is used as Skia's |
| internal shading language. SkSL is, at its heart, a single standardized version |
| of GLSL which avoids all of the various version and dialect differences found |
| in GLSL "in the wild", but it does bring a few of its own changes to the table. |
| |
| Skia uses the SkSL compiler to convert SkSL code to GLSL, GLSL ES, or SPIR-V |
| before handing it over to the graphics driver. |
| |
| |
| Differences from GLSL |
| ===================== |
| |
| * Precision modifiers are not used. 'float', 'int', and 'uint' are always high |
| precision. New types 'half', 'short', and 'ushort' are medium precision (we |
| do not use low precision). |
| * Vector types are named <base type><columns>, so float2 instead of vec2 and |
| bool4 instead of bvec4 |
| * Matrix types are named <base type><columns>x<rows>, so float2x3 instead of |
| mat2x3 and double4x4 instead of dmat4 |
| * "@if" and "@switch" are static versions of if and switch. They behave exactly |
| the same as if and switch in all respects other than it being a compile-time |
| error to use a non-constant expression as a test. |
| * GLSL caps can be referenced via the syntax 'sk_Caps.<name>', e.g. |
| sk_Caps.sampleVariablesSupport. The value will be a constant boolean or int, |
| as appropriate. As SkSL supports constant folding and branch elimination, this |
| means that an 'if' statement which statically queries a cap will collapse down |
| to the chosen branch, meaning that: |
| |
| if (sk_Caps.externalTextureSupport) |
| do_something(); |
| else |
| do_something_else(); |
| |
| will compile as if you had written either 'do_something();' or |
| 'do_something_else();', depending on whether that cap is enabled or not. |
| * no #version statement is required, and it will be ignored if present |
| * the output color is sk_FragColor (do not declare it) |
| * use sk_Position instead of gl_Position. sk_Position is in device coordinates |
| rather than normalized coordinates. |
| * use sk_PointSize instead of gl_PointSize |
| * use sk_VertexID instead of gl_VertexID |
| * use sk_InstanceID instead of gl_InstanceID |
| * the fragment coordinate is sk_FragCoord, and is always relative to the upper |
| left. |
| * you do not need to include ".0" to make a number a float (meaning that |
| "float2(x, y) * 4" is perfectly legal in SkSL, unlike GLSL where it would |
| often have to be expressed "float2(x, y) * 4.0". There is no performance |
| penalty for this, as the number is converted to a float at compile time) |
| * type suffixes on numbers (1.0f, 0xFFu) are both unnecessary and unsupported |
| * creating a smaller vector from a larger vector (e.g. float2(float3(1))) is |
| intentionally disallowed, as it is just a wordier way of performing a swizzle. |
| Use swizzles instead. |
| * Use texture() instead of textureProj(), e.g. texture(sampler2D, float3) is |
| equivalent to GLSL's textureProj(sampler2D, float3) |
| * some built-in functions and one or two rarely-used language features are not |
| yet supported (sorry!) |
| |
| SkSL is still under development, and is expected to diverge further from GLSL |
| over time. |
| |
| |
| SkSL Fragment Processors |
| ======================== |
| |
| ******************************************************************************** |
| *** IMPORTANT: You must set gn arg "skia_compile_processors = true" to cause *** |
| *** .fp files to be recompiled! In order for compilation to succeed, you *** |
| *** must run bin/fetch-clang-format (once) to install our blessed version. *** |
| ******************************************************************************** |
| |
| An extension of SkSL allows for the creation of fragment processors in pure |
| SkSL. The program defines its inputs similarly to a normal SkSL program (with |
| 'in' and 'uniform' variables), but the 'main()' function represents only this |
| fragment processor's portion of the overall fragment shader. |
| |
| Within an '.fp' fragment processor file: |
| |
| * C++ code can be embedded in sections of the form: |
| |
| @section_name { <arbitrary C++ code> } |
| |
| Supported section are: |
| @header (in the .h file, outside the class declaration) |
| @headerEnd (at the end of the .h file) |
| @class (in the .h file, inside the class declaration) |
| @cpp (in the .cpp file) |
| @cppEnd (at the end of the .cpp file) |
| @constructorParams (extra parameters to the constructor, comma-separated) |
| @constructor (replaces the default constructor) |
| @initializers (constructor initializer list, comma-separated) |
| @emitCode (extra code for the emitCode function) |
| @fields (extra private fields, each terminated with a semicolon) |
| @make (replaces the default Make function) |
| @clone (replaces the default clone() function) |
| @setData(<pdman>) (extra code for the setData function, where <pdman> is |
| the name of the GrGLSLProgramDataManager) |
| @test(<testData>) (the body of the TestCreate function, where <testData> is |
| the name of the GrProcessorTestData* parameter) |
| @coordTransform(<sampler>) |
| (the matrix to attach to the named sampler2D's |
| GrCoordTransform) |
| @samplerParams(<sampler>) |
| (the sampler params to attach to the named sampler2D) |
| * global 'in' variables represent data passed to the fragment processor at |
| construction time. These variables become constructor parameters and are |
| stored in fragment processor fields. By default float2/half2 maps to SkPoints, |
| and float4/half4 maps to SkRects (in x, y, width, height) order. Use ctype |
| (below) to override this default mapping. |
| * global variables support an additional 'ctype' layout key, providing the type |
| they should be represented as from within the C++ code. For instance, you can |
| use 'layout(ctype=GrColor4f) in half4 color;' to create a variable that looks |
| like a half4 on the SkSL side of things, and a GrColor4f on the C++ side of |
| things. |
| * 'uniform' variables become, as one would expect, top-level uniforms. By |
| default they do not have any data provided to them; you will need to provide |
| them with data via the @setData section. |
| * 'in uniform' variables are uniforms that are automatically wired up to |
| fragment processor constructor parameters. The fragment processor will accept |
| a parameter representing the uniform's value, and automatically plumb it |
| through to the uniform's value in its generated setData() function. |
| * the 'sk_TransformedCoords2D' array provides access to 2D transformed |
| coordinates. sk_TransformedCoords2D[0] is equivalent to calling |
| fragBuilder->ensureCoords2D(args.fTransformedCoords[0]) (and the result is |
| cached, so you need not worry about using the value repeatedly). |
| * Uniform variables support an additional 'when' layout key. |
| 'layout(when=foo) uniform int x;' means that this uniform will only be |
| emitted when the 'foo' expression is true. |
| * 'in' variables support an additional 'key' layout key. |
| 'layout(key) uniform int x;' means that this uniform should be included in |
| the program's key. Matrix variables additionally support 'key=identity', |
| which causes the key to consider only whether or not the matrix is an |
| identity matrix. |
| |
| |
| Creating a new .fp file |
| ======================= |
| |
| 1. Ensure that you have set gn arg "skia_compile_processors = true" |
| 2. Create your new .fp file, generally under src/gpu/effects. |
| 3. Add the .fp file to sksl.gni. |
| 4. Build Skia. This will cause the .fp file to be compiled, resulting in a new |
| .cpp and .h file for the fragment processor. |
| 5. Add the .cpp and .h files to gpu.gni. |
| 6. Add the new processor's ClassID (k<ProcessorName>_ClassID) to |
| GrProcessor::ClassID. |
| 7. At this point you can reference the new fragment processor from within Skia. |
| |
| Once you have done this initial setup, simply re-build Skia to pick up any |
| changes to the .fp file. |