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.
- SkslConverter
Converts an HLSL
.fxpixel shader to an SkSL runtime effect for SkiaSharp'sSKRuntimeEffect(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 (SKRuntimeEffecthas 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).