2d7973afc2
This greatly improves the output from a profiler. It makes it much easier to determine how much time is spent in searching for candidates, versus actually inlining them. It also improves the code readability somewhat by breaking a large monolithic function into several smaller functions. Change-Id: I1b3ef6ddbe46af60e673f37ded766f8077ed6b03 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/321376 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
85 lines
1.3 KiB
GLSL
85 lines
1.3 KiB
GLSL
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out vec4 sk_FragColor;
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uniform float val;
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void main() {
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float _1_x = val;
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{
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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++_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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--_1_x;
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_1_x = 456.0;
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}
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float _3_x = 456.0;
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{
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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_3_x = 123.0;
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}
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sk_FragColor = vec4(123.0);
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}
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