9b9415e0f1
Previously, we'd gauge suitability for inlining by counting the nodes in a function; past a certain limit, the function was considered "too big." Now, we also incorporate the number of times that function is called. So if a function is called three times, and its size is 20 nodes, it would be considered to have an inlining cost of 60 (3 * 20) instead of 20. This should tamp down the aggressive nature of the inliner in cases like gaussian convolution or complicated blends, and will hopefully satisfy Pinpoint. No change visible in Nanobench (which doesn't test any of these sorts of patterns, but certainly inlines things): http://screen/AwD5hkgkEfjVx4g Change-Id: Ie5e32898245ac854adb9ddd52d87001df6a67125 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/337676 Commit-Queue: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
38 lines
1.5 KiB
GLSL
38 lines
1.5 KiB
GLSL
#version 400
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out vec4 sk_FragColor;
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in vec4 src;
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in vec4 dst;
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void main() {
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vec4 _0_blend_luminosity;
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{
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float _1_alpha = dst.w * src.w;
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vec3 _2_sda = src.xyz * dst.w;
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vec3 _3_dsa = dst.xyz * src.w;
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vec3 _4_blend_set_color_luminance;
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{
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float _5_11_blend_color_luminance;
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{
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_5_11_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _2_sda);
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}
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float _6_lum = _5_11_blend_color_luminance;
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float _7_12_blend_color_luminance;
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{
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_7_12_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _3_dsa);
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}
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vec3 _8_result = (_6_lum - _7_12_blend_color_luminance) + _3_dsa;
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float _9_minComp = min(min(_8_result.x, _8_result.y), _8_result.z);
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float _10_maxComp = max(max(_8_result.x, _8_result.y), _8_result.z);
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if (_9_minComp < 0.0 && _6_lum != _9_minComp) {
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_8_result = _6_lum + ((_8_result - _6_lum) * _6_lum) / (_6_lum - _9_minComp);
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}
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_4_blend_set_color_luminance = _10_maxComp > _1_alpha && _10_maxComp != _6_lum ? _6_lum + ((_8_result - _6_lum) * (_1_alpha - _6_lum)) / (_10_maxComp - _6_lum) : _8_result;
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}
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_0_blend_luminosity = vec4((((_4_blend_set_color_luminance + dst.xyz) - _3_dsa) + src.xyz) - _2_sda, (src.w + dst.w) - _1_alpha);
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}
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sk_FragColor = _0_blend_luminosity;
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}
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