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>
41 lines
1.7 KiB
Metal
41 lines
1.7 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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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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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 v = float4(sqrt(1.0));
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_out->sk_FragColor = float4(v.x, 1.0, 1.0, 1.0);
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_out->sk_FragColor = float4(v.xy, 1.0, 1.0);
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_out->sk_FragColor = float4(float2(v.x, 1.0), 1.0, 1.0);
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_out->sk_FragColor = float4(float2(0.0, v.y), 1.0, 1.0);
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_out->sk_FragColor = float4(v.xyz, 1.0);
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_out->sk_FragColor = float4(float3(v.xy, 1.0), 1.0);
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_out->sk_FragColor = float4(float3(v.x, 0.0, v.z), 1.0);
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_out->sk_FragColor = float4(float3(v.x, 1.0, 0.0), 1.0);
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_out->sk_FragColor = float4(float3(1.0, v.yz), 1.0);
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_out->sk_FragColor = float4(float3(0.0, v.y, 1.0), 1.0);
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_out->sk_FragColor = float4(float3(1.0, 1.0, v.z), 1.0);
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_out->sk_FragColor = v;
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_out->sk_FragColor = float4(v.xyz, 1.0);
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_out->sk_FragColor = float4(v.xy, 0.0, v.w);
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_out->sk_FragColor = float4(v.xy, 1.0, 0.0);
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_out->sk_FragColor = float4(v.x, 1.0, v.zw);
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_out->sk_FragColor = float4(v.x, 0.0, v.z, 1.0);
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_out->sk_FragColor = float4(v.x, 1.0, 1.0, v.w);
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_out->sk_FragColor = float4(v.x, 1.0, 0.0, 1.0);
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_out->sk_FragColor = float4(1.0, v.yzw);
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_out->sk_FragColor = float4(0.0, v.yz, 1.0);
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_out->sk_FragColor = float4(0.0, v.y, 1.0, v.w);
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_out->sk_FragColor = float4(1.0, v.y, 1.0, 1.0);
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_out->sk_FragColor = float4(0.0, 0.0, v.zw);
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_out->sk_FragColor = float4(0.0, 0.0, v.z, 1.0);
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_out->sk_FragColor = float4(0.0, 1.0, 1.0, v.w);
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return *_out;
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}
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