Table of Contents

Namespace ShadowDusk.Compiler.Sksl

Classes

MappedSksl

The mapped SkSL plus everything the consumer must know to run it.

SkslConversion

The successful product: SkSL text plus its runtime contract.

SkslConvertOptions

Options for Convert(string, SkslConvertOptions, CancellationToken).

SkslConverter

Converts an HLSL .fx pixel shader to an SkSL runtime effect for SkiaSharp's SKRuntimeEffect (issue #197). The route is the §2.3 seam: HLSL → [DXC] → SPIR-V → [SPIRV-Cross] → modern GLSL → [convention mapper] → SkSL — the same faithful front half as every ShadowDusk compile (no substitute compiler), branching before the MonoGame GLSL rewriter and the MGFX writer.

What this is, honestly: a source-to-source converter judged by rendered-image fidelity (owner decision 2026-08-13, resolving Phase 57 §3 for this case) — never mgfxc-equivalence, because Skia has no reference compiler to be equivalent to, and never a validation-matrix §1 backend. SkSL is source-only (SKRuntimeEffect has no bytecode entry point) and runtime effects have no vertex stage and no varyings, which bounds the convertible set to fragment-only, coordinate-driven effects with uniform inputs. Everything outside that set is rejected loudly (SD0610–SD0613), never silently narrowed.

SkslUniform

One non-child uniform of an SkslConversion (see Uniforms).