skia2/tests/sksl/blend/BlendSaturation.metal
John Stiles 049f0dfaba Reduce unnecessary scratch variables in Inliner.
Arguments without side-effects that aren't read from more than once can
be moved directly into the inlined function, and don't need a scratch
variable. This can allow functions like `guarded_divide` to inline
completely in more cases.

Change-Id: I0bfce35635cf9779f4af1bc0790da966ccfe4230
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/386678
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
2021-03-19 14:10:29 +00:00

60 lines
2.8 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms {
float4 src;
float4 dst;
};
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
float3 _blend_set_color_saturation_helper(float3 minMidMax, float sat) {
if (minMidMax.x < minMidMax.z) {
return float3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
} else {
return float3(0.0);
}
}
fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float _0_alpha = _uniforms.dst.w * _uniforms.src.w;
float3 _1_sda = _uniforms.src.xyz * _uniforms.dst.w;
float3 _2_dsa = _uniforms.dst.xyz * _uniforms.src.w;
float3 _3_blend_set_color_saturation;
float _4_sat = max(max(_1_sda.x, _1_sda.y), _1_sda.z) - min(min(_1_sda.x, _1_sda.y), _1_sda.z);
if (_2_dsa.x <= _2_dsa.y) {
if (_2_dsa.y <= _2_dsa.z) {
_3_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_dsa, _4_sat);
} else if (_2_dsa.x <= _2_dsa.z) {
_3_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_dsa.xzy, _4_sat).xzy;
} else {
_3_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_dsa.zxy, _4_sat).yzx;
}
} else if (_2_dsa.x <= _2_dsa.z) {
_3_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_dsa.yxz, _4_sat).yxz;
} else if (_2_dsa.y <= _2_dsa.z) {
_3_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_dsa.yzx, _4_sat).zxy;
} else {
_3_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_dsa.zyx, _4_sat).zyx;
}
float3 _5_blend_set_color_luminance;
float _6_lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _2_dsa);
float3 _7_result = (_6_lum - dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _3_blend_set_color_saturation)) + _3_blend_set_color_saturation;
float _8_minComp = min(min(_7_result.x, _7_result.y), _7_result.z);
float _9_maxComp = max(max(_7_result.x, _7_result.y), _7_result.z);
if (_8_minComp < 0.0 && _6_lum != _8_minComp) {
_7_result = _6_lum + (_7_result - _6_lum) * (_6_lum / (_6_lum - _8_minComp));
}
if (_9_maxComp > _0_alpha && _9_maxComp != _6_lum) {
_5_blend_set_color_luminance = _6_lum + ((_7_result - _6_lum) * (_0_alpha - _6_lum)) / (_9_maxComp - _6_lum);
} else {
_5_blend_set_color_luminance = _7_result;
}
_out.sk_FragColor = float4((((_5_blend_set_color_luminance + _uniforms.dst.xyz) - _2_dsa) + _uniforms.src.xyz) - _1_sda, (_uniforms.src.w + _uniforms.dst.w) - _0_alpha);
return _out;
}