1--- 2title: 'SkSL & Runtime Effects' 3linkTitle: 'SkSL' 4--- 5 6## Overview 7 8**SkSL** is Skia's 9[shading language](https://en.wikipedia.org/wiki/Shading_language). 10**`SkRuntimeEffect`** is a Skia C++ object that can be used to create 11`SkShader`, `SkColorFilter`, and `SkBlender` objects with behavior controlled by 12SkSL code. 13 14You can experiment with SkSL at https://shaders.skia.org/. The syntax is very 15similar to GLSL. When using SkSL effects in your Skia application, there are 16important differences (from GLSL) to remember. Most of these differences are 17because of one basic fact: **With GPU shading languages, you are programming a 18stage of the 19[GPU pipeline](https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview). 20With SkSL, you are programming a stage of the Skia pipeline.** 21 22In particular, a GLSL fragment shader controls the entire behavior of the GPU 23between the rasterizer and the blending hardware. That shader does all of the 24work to compute a color, and the color it generates is exactly what is fed to 25the fixed-function blending stage of the pipeline. 26 27SkSL effects exist as part of the larger Skia pipeline. When you issue a canvas 28drawing operation, Skia (generally) assembles a single GPU fragment shader to do 29all of the required work. This shader typically includes several pieces. For 30example, it might include: 31 32- Evaluating whether a pixel falls inside or outside of the shape being drawn 33 (or on the border, where it might apply antialiasing). 34- Evaluating whether a pixel falls inside or outside of the clipping region 35 (again, with possible antialiasing logic for border pixels). 36- Logic for the `SkShader` on the `SkPaint`. The `SkShader` can actually be a 37 tree of objects (due to `SkShaders::Blend` and other features described 38 below). 39- Similar logic for the `SkColorFilter` (which can also be a tree, due to 40 `SkColorFilters::Compose`, `SkColorFilters::Blend`, and features described 41 below). 42- Blending code (for certain `SkBlendMode`s, or for custom blending specified 43 with `SkPaint::setBlender`). 44- Color space conversion code, as part of Skia's [color management](/docs/user/color). 45 46Even if the `SkPaint` has a complex tree of objects in the `SkShader`, 47`SkColorFilter`, or `SkBlender` fields, there is still only a _single_ GPU 48fragment shader. Each node in that tree creates a single function. The clipping 49code and geometry code each create a function. The blending code might create a 50function. The overall fragment shader then calls all of these functions (which 51may call other functions, e.g. in the case of an `SkShader` tree). 52 53**Your SkSL effect contributes a function to the GPU's fragment shader.** 54 55--- 56 57## Evaluating (sampling) other SkShaders 58 59In GLSL, a fragment shader can sample a texture. With runtime effects, the 60object that you bind (in C++) is an `SkShader`, represented by a `shader` in 61SkSL. To make it clear that you are operating on an object that will emit its 62own shader code, you don't use `sample`. Instead, the `shader` object has a 63`.eval()` method. Regardless, Skia has simple methods for creating an `SkShader` 64from an `SkImage`, so it's easy to use images in your runtime effects: 65 66<fiddle-embed-sk name='@SkSL_EvaluatingImageShader'></fiddle-embed-sk> 67 68Because the object you bind and evaluate is an `SkShader`, you can directly use 69any Skia shader, without necessarily turning it into an image (texture) first. 70For example, you can evaluate a linear gradient. In this example, there is no 71texture created to hold the gradient. Skia generates a single fragment shader 72that computes the gradient color, samples from the image's texture, and then 73multiplies the two together: 74 75<fiddle-embed-sk name='@SkSL_EvaluatingTwoShaders'></fiddle-embed-sk> 76 77Of course, you can even invoke another runtime effect, allowing you to combine 78shader snippets dynamically: 79 80<fiddle-embed-sk name='@SkSL_EvaluatingNestedShaders'></fiddle-embed-sk> 81 82--- 83 84## Coordinate Spaces 85 86To understand how coordinates work in SkSL, you first need to understand 87[how they work in Skia](/docs/user/coordinates). If you're comfortable with 88Skia's coordinate spaces, then just remember that the coordinates supplied to 89your `main()` are **local** coordinates. They will be relative to the coordinate 90space of the `SkShader`. This will match the local space of the canvas and any 91`localMatrix` transformations. Additionally, if the shader is invoked by 92another, that parent shader may modify them arbitrarily. 93 94In addition, the `SkShader` produced from an `SkImage` does not use normalized 95coordinates (like a texture in GLSL). It uses `(0, 0)` in the upper-left corner, 96and `(w, h)` in the bottom-right corner. Normally, this is exactly what you 97want. If you're evaluating an `SkImageShader` with coordinates based on the ones 98passed to you, the scale is correct. However, if you want to adjust those 99coordinates (to do some kind of re-mapping of the image), remember that the 100coordinates are scaled up to the dimensions of the image: 101 102<fiddle-embed-sk name='@SkSL_CoordinateSpaces'></fiddle-embed-sk> 103 104--- 105 106## Color Spaces 107 108Applications using Skia are usually [color managed](/docs/user/color). The color 109space of a surface (destination) determines the working color space for a draw. 110Source content (like shaders, including `SkImageShader`) also have color spaces. 111By default, inputs to your SkSL shader will be transformed to the working color 112space. Some inputs require special care to get (or inhibit) this behavior, though. 113 114First, let's see Skia's color management in action. Here, we're drawing a portion 115of the mandrill image twice. The first time, we've drawn it normally, respecting 116the color space stored in the file (this happens to be the [sRGB](https://en.wikipedia.org/wiki/SRGB) 117color space. The second time, we've assigned the Rec. 2020 color space to the image. 118This simply tells Skia to treat the image as if the colors stored are actually in 119that color space. Skia then transforms those values from Rec. 2020 to the 120destination surface's color space (sRGB). As a result, all of the colors look more 121vivid. More importantly, if the image really *were* in some other color space, or 122if the destination surface were in some other color space, this automatic conversion 123is desirable, because it ensures content looks consistently correct on any user's 124screen. 125 126<fiddle-embed-sk name='@SkSL_ColorSpaces'></fiddle-embed-sk> 127 128### Uniforms 129 130Skia and SkSL doesn't know if your `uniform` variables contain colors, so it won't 131automatically apply color conversion to them. In the below example, there are two 132uniforms declared: `color` and `not_a_color`. The SkSL simply fades in one of the 133two uniform "colors" horizontally, choosing a different uniform for the top and 134bottom half of the shader. The code passes the same values to both uniforms, four 135floating point values `{1,0,0,1}` that represent "red". 136 137To really see the effect of automatic uniform conversion, the fiddle draws to an 138offscreen surface in the [Rec. 2020](https://en.wikipedia.org/wiki/Rec._2020) color 139space. Rec. 2020 has a very _wide gamut_, which means that it can represent more 140vivid colors than the common default [sRGB](https://en.wikipedia.org/wiki/SRGB) 141color space. In particular, the purest red in sRGB is fairly dull compared to pure 142red in Rec. 2020. 143 144To understand what happens in this fiddle, we'll explain the steps for the two 145different cases. For the top half, we use `not_a_color`. Skia and SkSL don't know 146that you intend to use this as a color, so the raw floating point values you supply 147are fed directly to the SkSL shader. In other words - when the SkSL executes, 148`not_a_color` will contain `{1,0,0,1}`, regardless of the surface's color space. 149This produces the most vivid red possible in the destination's color space (which 150ends up looking like a very bright red in this case). 151 152For the bottom half, we have declared the uniform `color` with the special syntax 153`layout(color)`. That tells SkSL that this variable will be used as a color. 154`layout(color)` can only be used on uniform values that are `vec3` (i.e., RGB) or 155`vec4` (i.e., RGBA). In either case, the colors you supply when providing uniform data 156should be unpremultiplied sRGB colors. Those colors can include values outside of 157the range `[0,1]`, if you want to supply wide gamut colors. This is the same way 158that Skia accepts and stores colors on `SkPaint`. When the SkSL executes, Skia 159transforms the uniform value to the working color space. In this case, that means 160that `color` (which starts out as sRGB red) is turned into whatever values represent 161that same color in the Rec. 2020 color space. 162 163The overall effect here is to make the correctly labeled uniform much duller, but 164that is actually what you want when working with uniform colors. By labeling uniform 165colors this way, your source colors (that you place in uniforms) will represent the 166same, consistent color regardless of the color space of the destination surface. 167 168<fiddle-embed-sk name='@SkSL_Uniforms'></fiddle-embed-sk> 169 170### Raw Image Shaders 171 172Although most images contain colors that should be color managed, some images 173contain data that isn't actually colors. This includes images storing normals, 174material properties (e.g., roughness), heightmaps, or any other purely 175mathematical data that happens to be stored in an image. When using these kinds 176of images in SkSL, you probably want to use a *raw* image shader, created with 177`SkImage::makeRawShader`. These work like regular image shaders (including 178filtering and tiling), with a few major differences: 179 - No color space transformation is ever applied (the color space of the image 180 is ignored). 181 - Images with an alpha type of kUnpremul are **not** automatically premultiplied. 182 - Bicubic filtering is not supported. Requesting bicubic filtering when 183 calling `makeRawShader` will return `nullptr`. 184 185Here, we create an image holding a spherical normal map. Then we use that with 186a lighting shader to show what happens when rendering to a different color space. 187If we use a regular image shader, the normals will be treated as colors, and 188transformed to the working color space. This alters the normals, incorrectly. 189For the final draw, we use a raw image shader, which returns the original 190normals, ignoring the working color space. 191 192<fiddle-embed-sk name='@SkSL_RawImageShaders'></fiddle-embed-sk> 193 194### Working In a Known Color Space 195 196Within an SkSL shader, you don't know what the working color space is. For many 197effects, this is fine - evaluating image shaders, and doing simple color math 198is usually going to give reasonable results (particularly if you know that 199the working color space for an application is always sRGB, for example). For 200certain effects, though, it may be important to do some math in a fixed, known 201color space. The most common example is lighting -- to get physically accurate 202lighting, math should be done in a _linear_ color space. To help with this, 203SkSL provides two intrinsic functions: 204 205``` 206vec3 toLinearSrgb(vec3 color); 207vec3 fromLinearSrgb(vec3 color); 208``` 209 210These convert colors between the working color space and the linear sRGB color 211space. That space uses the sRGB color primaries (gamut), and a linear transfer 212function. It represents values outside of the sRGB gamut using extended range 213values (below 0.0 and above 1.0). This corresponds to Android's 214[LINEAR_EXTENDED_SRGB](https://developer.android.com/reference/android/graphics/ColorSpace.Named.html#LINEAR_EXTENDED_SRGB) 215or Apple's 216[extendedLinearSRGB](https://developer.apple.com/documentation/coregraphics/cgcolorspace/1690961-extendedlinearsrgb), 217for example. 218 219Here's an example showing a sphere, with lighting math being done in the default 220working space (sRGB), and again with the math done in a linear space: 221 222<fiddle-embed-sk name='@SkSL_LinearSRGB'></fiddle-embed-sk> 223 224--- 225 226## Premultiplied Alpha 227 228When dealing with transparent colors, there are two (common) 229[possible representations](https://en.wikipedia.org/wiki/Alpha_compositing#Straight_versus_premultiplied). 230Skia calls these _unpremultiplied_ (what Wikipedia calls _straight_), and 231_premultiplied_. In the Skia pipeline, every `SkShader` returns premultiplied 232colors. 233 234If you're familiar with OpenGL blending, you can think of it in terms of the 235blend equation. For common alpha blending (called 236[source-over](https://developer.android.com/reference/android/graphics/PorterDuff.Mode#SRC_OVER)), 237you would normally configure your blend function as 238`(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)`. Skia defines source-over blending as 239if the blend function were `(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)`. 240 241Skia's use of premultiplied alpha implies: 242 243- If you start with an unpremultiplied `SkImage` (like a PNG), turn that into an 244 `SkImageShader`, and evaluate that shader... the resulting colors will be 245 `[R*A, G*A, B*A, A]`, **not** `[R, G, B, A]`. 246- If your SkSL will return transparent colors, it must be sure to multiply the 247 `RGB` by `A`. 248- For more complex shaders, you must understand which of your colors are 249 premultiplied vs. unpremultiplied. Many operations don't make sense if you mix 250 both kinds of color together. 251 252The image below demonstrates this: properly premultiplied colors produce a smooth 253gradient as alpha decreases. Unpremultipled colors cause the gradient to display 254incorrectly, becoming too bright and shifting hue as the alpha changes. 255 256<fiddle-embed-sk name='@SkSL_PremultipliedAlpha'></fiddle-embed-sk> 257 258--- 259 260## Minified SkSL 261 262Skia includes a minifier tool which can automatically reduce the size of your Runtime Effect 263or SkMesh code. The tool eliminates whitespace and comments, shortens function and variable names, 264and deletes unreferenced code. 265 266As an example, here is the previous demo in its minified form. The shader code is reduced to 267approximately half of its original size, while displaying the exact same result. 268 269<fiddle-embed-sk name='@SkSL_MinifiedSkSL'></fiddle-embed-sk> 270 271To enable this tool, add `skia_compile_modules = true` to your gn argument list. (At the command 272line, type `gn args out/yourbuild` to access the arguments, or edit the file `out/yourbuild/args.gn` 273directly.) Use `ninja` to compile Skia once more, and you will now have a new utility called 274`sksl-minify` in the output directory. 275 276When minifying a mesh program, you must supply `struct Varyings` and `struct Attributes` which 277correspond to the SkMeshSpecification. These structs will be eliminated from the minified program 278for convenience. 279 280`sksl-minify` takes the following command line arguments: 281 282- An output path, e.g. `MyShader.minified.sksl` 283- An input path, e.g. `MyShader.sksl` 284- (Optional) Pass `--stringify` to wrap the minified SkSL text in a quoted C++ string. 285 By default, the output file will contain plain SkSL. The minified shader string in the example 286 code above was created with --stringify. 287- (Optional) Pass `--shader`, `--colorfilter`, `--blender`, `--meshfrag` or `--meshvert` to set 288 the program kind. The default value is `--shader`. 289