9e94812bef
This reverts commit 345d72124d
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Reason for revert: can break ES2 for-loop rules
Original change's description:
> Eliminate inliner temporary variables for functions with a single exit.
>
> When we determine that a function only contains a single return
> statement, there is no need to create a temporary variable and store the
> result expression into a variable. Instead, we can directly replace the
> function-call expression with the return-statement's expression.
>
> This dramatically simplifies the final optimized output from chains of
> very simple inlined functions, which is a very common pattern for trees
> of Skia fragment processors.
>
> Change-Id: I6789064a321daf43db2e1cef4915f25ed74d6131
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/344665
> Commit-Queue: John Stiles <johnstiles@google.com>
> Reviewed-by: Brian Osman <brianosman@google.com>
> Auto-Submit: John Stiles <johnstiles@google.com>
TBR=brianosman@google.com,ethannicholas@google.com,johnstiles@google.com
Change-Id: I60845f22159605a06047b030e2686a769121a35a
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/345120
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
59 lines
2.1 KiB
C++
59 lines
2.1 KiB
C++
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/**************************************************************************************************
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*** This file was autogenerated from GrInlinedFunction.fp; do not modify.
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**************************************************************************************************/
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#include "GrInlinedFunction.h"
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#include "src/core/SkUtils.h"
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#include "src/gpu/GrTexture.h"
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#include "src/gpu/glsl/GrGLSLFragmentProcessor.h"
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#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
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#include "src/gpu/glsl/GrGLSLProgramBuilder.h"
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#include "src/sksl/SkSLCPP.h"
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#include "src/sksl/SkSLUtil.h"
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class GrGLSLInlinedFunction : public GrGLSLFragmentProcessor {
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public:
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GrGLSLInlinedFunction() {}
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void emitCode(EmitArgs& args) override {
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GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
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const GrInlinedFunction& _outer = args.fFp.cast<GrInlinedFunction>();
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(void) _outer;
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colorVar = args.fUniformHandler->addUniform(&_outer, kFragment_GrShaderFlag, kHalf4_GrSLType, "color");
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fragBuilder->codeAppendf(
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R"SkSL(half4 _0_flip;
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_0_flip = %s.wzyx;
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return _0_flip;
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)SkSL"
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, args.fUniformHandler->getUniformCStr(colorVar));
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}
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private:
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void onSetData(const GrGLSLProgramDataManager& pdman, const GrFragmentProcessor& _proc) override {
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}
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UniformHandle colorVar;
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};
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GrGLSLFragmentProcessor* GrInlinedFunction::onCreateGLSLInstance() const {
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return new GrGLSLInlinedFunction();
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}
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void GrInlinedFunction::onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const {
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}
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bool GrInlinedFunction::onIsEqual(const GrFragmentProcessor& other) const {
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const GrInlinedFunction& that = other.cast<GrInlinedFunction>();
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(void) that;
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return true;
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}
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GrInlinedFunction::GrInlinedFunction(const GrInlinedFunction& src)
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: INHERITED(kGrInlinedFunction_ClassID, src.optimizationFlags()) {
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this->cloneAndRegisterAllChildProcessors(src);
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}
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std::unique_ptr<GrFragmentProcessor> GrInlinedFunction::clone() const {
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return std::make_unique<GrInlinedFunction>(*this);
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}
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#if GR_TEST_UTILS
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SkString GrInlinedFunction::onDumpInfo() const {
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return SkString();
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}
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#endif
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