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>
89 lines
3.2 KiB
GLSL
89 lines
3.2 KiB
GLSL
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out vec4 sk_FragColor;
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vec4 blend_src_in(vec4 src, vec4 dst) {
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return src * dst.w;
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}
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vec4 blend_dst_in(vec4 src, vec4 dst) {
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vec4 _0_blend_src_in;
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{
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_0_blend_src_in = dst * src.w;
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}
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return _0_blend_src_in;
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}
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vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
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float _11_blend_color_luminance;
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{
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_11_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
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}
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float lum = _11_blend_color_luminance;
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float _12_blend_color_luminance;
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{
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_12_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor);
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}
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vec3 result = (lum - _12_blend_color_luminance) + hueSatColor;
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float minComp = min(min(result.x, result.y), result.z);
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float maxComp = max(max(result.x, result.y), result.z);
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if (minComp < 0.0 && lum != minComp) {
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result = lum + ((result - lum) * lum) / (lum - minComp);
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}
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return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result;
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}
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vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
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return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
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}
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vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
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float _13_blend_color_saturation;
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{
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_13_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
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}
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float sat = _13_blend_color_saturation;
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if (hueLumColor.x <= hueLumColor.y) {
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if (hueLumColor.y <= hueLumColor.z) {
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hueLumColor.xyz = _blend_set_color_saturation_helper(hueLumColor, sat);
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} else if (hueLumColor.x <= hueLumColor.z) {
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hueLumColor.xzy = _blend_set_color_saturation_helper(hueLumColor.xzy, sat);
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} else {
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hueLumColor.zxy = _blend_set_color_saturation_helper(hueLumColor.zxy, sat);
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}
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} else if (hueLumColor.x <= hueLumColor.z) {
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hueLumColor.yxz = _blend_set_color_saturation_helper(hueLumColor.yxz, sat);
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} else if (hueLumColor.y <= hueLumColor.z) {
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hueLumColor.yzx = _blend_set_color_saturation_helper(hueLumColor.yzx, sat);
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} else {
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hueLumColor.zyx = _blend_set_color_saturation_helper(hueLumColor.zyx, sat);
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}
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return hueLumColor;
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}
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vec4 blend_hue(vec4 src, vec4 dst) {
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float alpha = dst.w * src.w;
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vec3 sda = src.xyz * dst.w;
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vec3 dsa = dst.xyz * src.w;
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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);
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}
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uniform vec4 color;
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float singleuse() {
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return 1.25;
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}
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float add(float a, float b) {
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float c = a + b;
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return c;
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}
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float mul(float a, float b) {
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return a * b;
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}
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float fma(float a, float b, float c) {
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return add(mul(a, b), c);
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}
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void main() {
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sk_FragColor = vec4(fma(color.x, color.y, color.z));
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sk_FragColor *= singleuse();
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sk_FragColor *= blend_src_in(color.xxyy, color.zzww);
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sk_FragColor *= blend_dst_in(color.xxyy, color.zzww);
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sk_FragColor *= blend_hue(color, color.wwww);
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sk_FragColor *= blend_hue(color, color.wzyx);
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}
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