How to enforce Skia to use float texture rather than half?
When I attempted to port a Metal shader from iOS, I tried rewriting the shader in SKSL and running it on iOS. The program compiles and runs, but there are some precision issues. After debugging with the Metal Debugger, I discovered that the problem arises because SKSL uses half for textures and samplers by default. Is there a way to make SKSL use float for textures and samplers when it ultimately compiles to iOS’s MSL?