skia2/tests/sksl/inliner/InlinerCanBeDisabled.glsl
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

76 lines
2.8 KiB
GLSL

out vec4 sk_FragColor;
uniform vec4 color;
vec4 blend_src_in(vec4 src, vec4 dst) {
return src * dst.w;
}
vec4 blend_dst_in(vec4 src, vec4 dst) {
return dst * src.w;
}
vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor)) + hueSatColor;
float minComp = min(min(result.x, result.y), result.z);
float maxComp = max(max(result.x, result.y), result.z);
if (minComp < 0.0 && lum != minComp) {
result = lum + (result - lum) * (lum / (lum - minComp));
}
if (maxComp > alpha && maxComp != lum) {
return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
} else {
return result;
}
}
vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
if (minMidMax.x < minMidMax.z) {
return vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat);
} else {
return vec3(0.0);
}
}
vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
float sat = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
if (hueLumColor.x <= hueLumColor.y) {
if (hueLumColor.y <= hueLumColor.z) {
return _blend_set_color_saturation_helper(hueLumColor, sat);
} else if (hueLumColor.x <= hueLumColor.z) {
return _blend_set_color_saturation_helper(hueLumColor.xzy, sat).xzy;
} else {
return _blend_set_color_saturation_helper(hueLumColor.zxy, sat).yzx;
}
} else if (hueLumColor.x <= hueLumColor.z) {
return _blend_set_color_saturation_helper(hueLumColor.yxz, sat).yxz;
} else if (hueLumColor.y <= hueLumColor.z) {
return _blend_set_color_saturation_helper(hueLumColor.yzx, sat).zxy;
} else {
return _blend_set_color_saturation_helper(hueLumColor.zyx, sat).zyx;
}
}
vec4 blend_hue(vec4 src, vec4 dst) {
float alpha = dst.w * src.w;
vec3 sda = src.xyz * dst.w;
vec3 dsa = dst.xyz * src.w;
return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(sda, dsa), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
float singleuse() {
return 1.25;
}
float add(float a, float b) {
float c = a + b;
return c;
}
float mul(float a, float b) {
return a * b;
}
float fma(float a, float b, float c) {
return add(mul(a, b), c);
}
void main() {
sk_FragColor = vec4(fma(color.x, color.y, color.z));
sk_FragColor *= singleuse();
sk_FragColor *= blend_src_in(color.xxyy, color.zzww);
sk_FragColor *= blend_dst_in(color.xxyy, color.zzww);
sk_FragColor *= blend_hue(color, color.wwww);
sk_FragColor *= blend_hue(color, color.wzyx);
}