# 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, SPIR-V, or MSL 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 , so float2 instead of vec2 and bool4 instead of bvec4 * Matrix types are named x, so float2x3 instead of mat2x3 and double4x4 instead of dmat4 * GLSL caps can be referenced via the syntax 'sk_Caps.', e.g. sk_Caps.integerSupport. 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.integerSupport) 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. * use sk_Clockwise instead of gl_FrontFacing. This is always relative to an upper left origin. * 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. * Swizzle components, in addition to the normal rgba / xyzw components, can also be LTRB (meaning "left/top/right/bottom", for when we store rectangles in vectors), and may also be the constants '0' or '1' to produce a constant 0 or 1 in that channel instead of selecting anything from the source vector. foo.rgb1 is equivalent to float4(foo.rgb, 1). * All texture functions are named "sample", e.g. sample(sampler2D, float3) is equivalent to GLSL's textureProj(sampler2D, float3). * Functions support the 'inline' modifier, which causes the compiler to ignore its normal inlining heuristics and inline the function if at all possible * some built-in functions and one or two rarely-used language features are not yet supported (sorry!) # Synchronization Primitives SkSL offers atomic operations and synchronization primitives geared towards GPU compute programs. These primitives are designed to abstract over the capabilities provided by MSL, SPIR-V, and WGSL, and differ from the corresponding primitives in GLSL. ## Atomics SkSL provides the `atomicUint` type. This is an opaque type that requires the use of an atomic intrinsic (such as `atomicLoad`, `atomicStore`, and `atomicAdd`) to act on its value (which is of type `uint`). A variable with the `atomicUint` type must be declared inside a writable storage buffer block or as a workgroup-shared variable. When declared inside a buffer block, it is guaranteed to conform to the same size and stride as a `uint`. ``` workgroup atomicUint myLocalAtomicUint; layout(set = 0, binding = 0) buffer mySSBO { atomicUint myGlobalAtomicUint; }; ``` An `atomicUint` can be declared as a struct member or the element type of an array, provided that the struct/array type is only instantiated in a workgroup-shared or storage buffer block variable. ### Backend considerations and differences from GLSL `atomicUint` should not be confused with the GLSL [`atomic_uint` (aka Atomic Counter)](https://www.khronos.org/opengl/wiki/Atomic_Counter) type. The semantics provided by `atomicUint` are more similar to GLSL ["Atomic Memory Functions"](https://www.khronos.org/opengl/wiki/Atomic_Variable_Operations) (see GLSL Spec v4.3, 8.11 "Atomic Memory Functions"). The key difference is that SkSL atomic operations only operate on a variable of type `atomicUint` while GLSL Atomic Memory Functions can operate over arbitrary memory locations (such as a component of a vector). * The semantics of `atomicUint` are similar to Metal's `atomic` and WGSL's `atomic`. These are the types that an `atomicUint` is translated to when targeting Metal and WGSL. * When translated to Metal, the atomic intrinsics use relaxed memory order semantics. * When translated to SPIR-V, the atomic intrinsics use relaxed [memory semantics](https://registry.khronos.org/SPIR-V/specs/unified1/SPIRV.html#Memory_Semantics_-id-) (i.e. `0x0 None`). The [memory scope](https://registry.khronos.org/SPIR-V/specs/unified1/SPIRV.html#Scope_-id-) is either `1 Device` or `2 Workgroup` depending on whether the `atomicUint` is declared in a buffer block or workgroup variable. ## Barriers SkSL provides two barrier intrinsics: `workgroupBarrier()` and `storageBarrier()`. These functions are only available in compute programs and synchronize access to workgroup-shared and storage buffer memory between invocations in the same workgroup. They provide the same semantics as the equivalent [WGSL Synchronization Built-in Functions](https://www.w3.org/TR/WGSL/#sync-builtin-functions). More specifically: * Both functions execute a control barrier with Acquire/Release memory ordering. * Both functions use a `Workgroup` execution and memory scope. This means that a coherent memory view is only guaranteed between invocations in the same workgroup and NOT across workgroups in a given compute pipeline dispatch. If multiple workgroups require a _synchronized_ coherent view over the same shared mutable state, their access must be synchronized via other means (such as a pipeline barrier between multiple dispatches). ### Backend considerations * The closest GLSL equivalent for `workgroupBarrier()` is the [`barrier()`](https://registry.khronos.org/OpenGL-Refpages/gl4/html/barrier.xhtml) intrinsic. Both `workgroupBarrier()` and `storageBarrier()` can be defined as the following invocations of the `controlBarrier` intrinsic defined in [GL_KHR_memory_scope_semantics](https://github.com/KhronosGroup/GLSL/blob/master/extensions/khr/GL_KHR_memory_scope_semantics.txt): ``` // workgroupBarrier(): controlBarrier(gl_ScopeWorkgroup, gl_ScopeWorkgroup, gl_StorageSemanticsShared, gl_SemanticsAcquireRelease); // storageBarrier(): controlBarrier(gl_ScopeWorkgroup, gl_ScopeWorkgroup, gl_StorageSemanticsBuffer, gl_SemanticsAcquireRelease); ``` * In Metal, `workgroupBarrier()` is equivalent to `threadgroup_barrier(mem_flags::mem_threadgroup)`. `storageBarrier()` is equivalent to `threadgroup_barrier(mem_flags::mem_device)`. * In Vulkan SPIR-V, `workgroupBarrier()` is equivalent to `OpControlBarrier` with `Workgroup` execution and memory scope, and `AcquireRelease | WorkgroupMemory` memory semantics. `storageBarrier()` is equivalent to `OpControlBarrier` with `Workgroup` execution and memory scope, and `AcquireRelease | UniformMemory` memory semantics.