0f37907ac7
This CL is conceptually a revert of http://review.skia.org/320258, although the code has changed shape a bit since that CL was landed. This fix was too aggressive, and can lead to functions being dead- stripped while they still have an active reference. Change-Id: I6ce8b0ad9cc2a42e8be8cb10d3a8219149eca6aa Bug: skia:10776 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/325462 Commit-Queue: John Stiles <johnstiles@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
57 lines
2.1 KiB
Metal
57 lines
2.1 KiB
Metal
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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float4 src;
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float4 dst;
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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float _blend_color_luminance(float3 color) {
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return dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
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}
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float3 _blend_set_color_luminance(float3 hueSatColor, float alpha, float3 lumColor) {
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float _4_blend_color_luminance;
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{
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_4_blend_color_luminance = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
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}
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float lum = _4_blend_color_luminance;
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float _5_blend_color_luminance;
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{
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_5_blend_color_luminance = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor);
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}
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float3 result = (lum - _5_blend_color_luminance) + hueSatColor;
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float minComp = min(min(result.x, result.y), result.z);
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float maxComp = max(max(result.x, result.y), result.z);
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if (minComp < 0.0 && lum != minComp) {
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result = lum + ((result - lum) * lum) / (lum - minComp);
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}
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return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result;
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}
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float4 blend_luminosity(float4 src, float4 dst) {
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float alpha = dst.w * src.w;
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float3 sda = src.xyz * dst.w;
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float3 dsa = dst.xyz * src.w;
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return float4((((_blend_set_color_luminance(dsa, alpha, sda) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
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}
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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float4 _0_blend_luminosity;
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{
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float _1_alpha = _in.dst.w * _in.src.w;
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float3 _2_sda = _in.src.xyz * _in.dst.w;
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float3 _3_dsa = _in.dst.xyz * _in.src.w;
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_0_blend_luminosity = float4((((_blend_set_color_luminance(_3_dsa, _1_alpha, _2_sda) + _in.dst.xyz) - _3_dsa) + _in.src.xyz) - _2_sda, (_in.src.w + _in.dst.w) - _1_alpha);
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}
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_out->sk_FragColor = _0_blend_luminosity;
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return *_out;
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}
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