c30fbcaf77
This allows swizzle removal to apply in more cases; in particular, we can now optimize away extra swizzles caused by zero/one swizzle- components quite effectively. The "trivial expression" code was lifted from the inliner. Some subtle changes in trivial-expression determination affect the inliner's results in boring, non-meaningful ways. In particular, multi-argument constructors containing all-constant values are now considered trivial, whereas previously only single-argument constructors made the trivial- ness cut. This allows the inliner to propagate some values that it wouldn't have before. Change-Id: I9a009b6803d9ac9595d65538252ba81c2b7166a7 Bug: skia:10954 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/336156 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Brian Osman <brianosman@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
34 lines
1.2 KiB
GLSL
34 lines
1.2 KiB
GLSL
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out vec4 sk_FragColor;
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void main() {
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bvec4 v = bvec4(sqrt(1.0) == 1.0);
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bvec4 result;
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result = bvec4(v.x, true, true, true);
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result = bvec4(v.xy, false, true);
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result = bvec4(bvec2(v.x, true), true, false);
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result = bvec4(bvec2(false, v.y), true, true);
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result = bvec4(v.xyz, true);
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result = bvec4(bvec3(v.xy, true), true);
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result = bvec4(bvec3(v.x, false, v.z), true);
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result = bvec4(bvec3(v.x, true, false), false);
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result = bvec4(bvec3(true, v.yz), false);
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result = bvec4(bvec3(false, v.y, true), false);
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result = bvec4(bvec3(true, true, v.z), false);
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result = v;
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result = bvec4(v.xyz, true);
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result = bvec4(v.xy, false, v.w);
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result = bvec4(v.xy, true, false);
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result = bvec4(v.x, true, v.zw);
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result = bvec4(v.x, false, v.z, true);
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result = bvec4(v.x, true, true, v.w);
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result = bvec4(v.x, true, false, true);
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result = bvec4(true, v.yzw);
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result = bvec4(false, v.yz, true);
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result = bvec4(false, v.y, true, v.w);
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result = bvec4(true, v.y, true, true);
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result = bvec4(false, false, v.zw);
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result = bvec4(false, false, v.z, true);
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result = bvec4(false, true, true, v.w);
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sk_FragColor = any(result) ? vec4(1.0) : vec4(0.0);
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}
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