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>
32 lines
1.2 KiB
GLSL
32 lines
1.2 KiB
GLSL
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out vec4 sk_FragColor;
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void main() {
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vec4 v = vec4(sqrt(1.0));
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sk_FragColor = vec4(v.x, 1.0, 1.0, 1.0);
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sk_FragColor = vec4(v.xy, 1.0, 1.0);
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sk_FragColor = vec4(vec2(v.x, 1.0), 1.0, 1.0);
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sk_FragColor = vec4(vec2(0.0, v.y), 1.0, 1.0);
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sk_FragColor = vec4(v.xyz, 1.0);
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sk_FragColor = vec4(vec3(v.xy, 1.0), 1.0);
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sk_FragColor = vec4(vec3(v.x, 0.0, v.z), 1.0);
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sk_FragColor = vec4(vec3(v.x, 1.0, 0.0), 1.0);
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sk_FragColor = vec4(vec3(1.0, v.yz), 1.0);
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sk_FragColor = vec4(vec3(0.0, v.y, 1.0), 1.0);
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sk_FragColor = vec4(vec3(1.0, 1.0, v.z), 1.0);
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sk_FragColor = v;
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sk_FragColor = vec4(v.xyz, 1.0);
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sk_FragColor = vec4(v.xy, 0.0, v.w);
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sk_FragColor = vec4(v.xy, 1.0, 0.0);
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sk_FragColor = vec4(v.x, 1.0, v.zw);
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sk_FragColor = vec4(v.x, 0.0, v.z, 1.0);
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sk_FragColor = vec4(v.x, 1.0, 1.0, v.w);
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sk_FragColor = vec4(v.x, 1.0, 0.0, 1.0);
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sk_FragColor = vec4(1.0, v.yzw);
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sk_FragColor = vec4(0.0, v.yz, 1.0);
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sk_FragColor = vec4(0.0, v.y, 1.0, v.w);
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sk_FragColor = vec4(1.0, v.y, 1.0, 1.0);
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sk_FragColor = vec4(0.0, 0.0, v.zw);
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sk_FragColor = vec4(0.0, 0.0, v.z, 1.0);
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sk_FragColor = vec4(0.0, 1.0, 1.0, v.w);
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}
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