dc20847579
This allows us to remove 100 LOC from the inliner and is very unlikely to affect any existing benchmark. We don't have any evidence to support the idea that a one-iteration `for` loop with `continue`-based exits will be any faster than a standard function call on any existing GPU. Our fragment processors are generally written to avoid early returns, in large part to avoid hitting this path. This drastically impacts BlendEnum.sksl (which can no longer flatten out a switch over every blend function in SkSL) but is otherwise a wash. See: http://go/optimization-in-sksl-inliner suggestion 4(a) Change-Id: I1f9c27bcd7a8de46cc4e8d0b9768d75957cf1c50 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/385377 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
180 lines
7.7 KiB
GLSL
180 lines
7.7 KiB
GLSL
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out vec4 sk_FragColor;
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uniform vec4 src;
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uniform vec4 dst;
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float _blend_overlay_component(vec2 s, vec2 d) {
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return 2.0 * d.x <= d.y ? (2.0 * s.x) * d.x : s.y * d.y - (2.0 * (d.y - d.x)) * (s.y - s.x);
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}
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vec4 blend_overlay(vec4 src, vec4 dst) {
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vec4 result = vec4(_blend_overlay_component(src.xw, dst.xw), _blend_overlay_component(src.yw, dst.yw), _blend_overlay_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
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result.xyz += dst.xyz * (1.0 - src.w) + src.xyz * (1.0 - dst.w);
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return result;
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}
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float _color_dodge_component(vec2 s, vec2 d) {
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if (d.x == 0.0) {
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return s.x * (1.0 - d.y);
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} else {
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float delta = s.y - s.x;
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if (delta == 0.0) {
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return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
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} else {
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float _0_n = d.x * s.y;
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delta = min(d.y, _0_n / delta);
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return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
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}
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}
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}
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float _color_burn_component(vec2 s, vec2 d) {
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if (d.y == d.x) {
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return (s.y * d.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
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} else if (s.x == 0.0) {
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return d.x * (1.0 - s.y);
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} else {
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float _1_n = (d.y - d.x) * s.y;
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float delta = max(0.0, d.y - _1_n / s.x);
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return (delta * s.y + s.x * (1.0 - d.y)) + d.x * (1.0 - s.y);
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}
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}
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float _soft_light_component(vec2 s, vec2 d) {
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if (2.0 * s.x <= s.y) {
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float _2_n = (d.x * d.x) * (s.y - 2.0 * s.x);
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return (_2_n / d.y + (1.0 - d.y) * s.x) + d.x * ((-s.y + 2.0 * s.x) + 1.0);
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} else if (4.0 * d.x <= d.y) {
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float DSqd = d.x * d.x;
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float DCub = DSqd * d.x;
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float DaSqd = d.y * d.y;
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float DaCub = DaSqd * d.y;
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float _3_n = ((DaSqd * (s.x - d.x * ((3.0 * s.y - 6.0 * s.x) - 1.0)) + ((12.0 * d.y) * DSqd) * (s.y - 2.0 * s.x)) - (16.0 * DCub) * (s.y - 2.0 * s.x)) - DaCub * s.x;
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return _3_n / DaSqd;
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} else {
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return ((d.x * ((s.y - 2.0 * s.x) + 1.0) + s.x) - sqrt(d.y * d.x) * (s.y - 2.0 * s.x)) - d.y * s.x;
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}
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}
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vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
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float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
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vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor)) + 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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float _4_d = lum - minComp;
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result = lum + (result - lum) * (lum / _4_d);
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}
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if (maxComp > alpha && maxComp != lum) {
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vec3 _5_n = (result - lum) * (alpha - lum);
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float _6_d = maxComp - lum;
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return lum + _5_n / _6_d;
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} else {
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return result;
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}
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}
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vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
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if (minMidMax.x < minMidMax.z) {
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float _7_n = sat * (minMidMax.y - minMidMax.x);
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float _8_d = minMidMax.z - minMidMax.x;
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return vec3(0.0, _7_n / _8_d, sat);
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} else {
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return vec3(0.0);
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}
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}
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vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
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float sat = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
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if (hueLumColor.x <= hueLumColor.y) {
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if (hueLumColor.y <= hueLumColor.z) {
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return _blend_set_color_saturation_helper(hueLumColor, sat);
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} else if (hueLumColor.x <= hueLumColor.z) {
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return _blend_set_color_saturation_helper(hueLumColor.xzy, sat).xzy;
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} else {
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return _blend_set_color_saturation_helper(hueLumColor.zxy, sat).yzx;
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}
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} else if (hueLumColor.x <= hueLumColor.z) {
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return _blend_set_color_saturation_helper(hueLumColor.yxz, sat).yxz;
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} else if (hueLumColor.y <= hueLumColor.z) {
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return _blend_set_color_saturation_helper(hueLumColor.yzx, sat).zxy;
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} else {
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return _blend_set_color_saturation_helper(hueLumColor.zyx, sat).zyx;
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}
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}
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vec4 blend(int mode, vec4 src, vec4 dst) {
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switch (mode) {
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case 0:
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return vec4(0.0);
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case 1:
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return src;
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case 2:
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return dst;
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case 3:
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return src + (1.0 - src.w) * dst;
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case 4:
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return (1.0 - dst.w) * src + dst;
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case 5:
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return src * dst.w;
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case 6:
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return dst * src.w;
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case 7:
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return (1.0 - dst.w) * src;
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case 8:
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return (1.0 - src.w) * dst;
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case 9:
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return dst.w * src + (1.0 - src.w) * dst;
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case 10:
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return (1.0 - dst.w) * src + src.w * dst;
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case 11:
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return (1.0 - dst.w) * src + (1.0 - src.w) * dst;
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case 12:
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return min(src + dst, 1.0);
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case 13:
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return src * dst;
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case 14:
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return src + (1.0 - src) * dst;
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case 15:
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return blend_overlay(src, dst);
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case 16:
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vec4 _9_result = src + (1.0 - src.w) * dst;
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_9_result.xyz = min(_9_result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
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return _9_result;
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case 17:
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vec4 _10_result = src + (1.0 - src.w) * dst;
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_10_result.xyz = max(_10_result.xyz, (1.0 - dst.w) * src.xyz + dst.xyz);
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return _10_result;
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case 18:
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return vec4(_color_dodge_component(src.xw, dst.xw), _color_dodge_component(src.yw, dst.yw), _color_dodge_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
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case 19:
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return vec4(_color_burn_component(src.xw, dst.xw), _color_burn_component(src.yw, dst.yw), _color_burn_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
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case 20:
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return blend_overlay(dst, src);
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case 21:
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return dst.w == 0.0 ? src : vec4(_soft_light_component(src.xw, dst.xw), _soft_light_component(src.yw, dst.yw), _soft_light_component(src.zw, dst.zw), src.w + (1.0 - src.w) * dst.w);
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case 22:
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return vec4((src.xyz + dst.xyz) - 2.0 * min(src.xyz * dst.w, dst.xyz * src.w), src.w + (1.0 - src.w) * dst.w);
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case 23:
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return vec4((dst.xyz + src.xyz) - (2.0 * dst.xyz) * src.xyz, src.w + (1.0 - src.w) * dst.w);
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case 24:
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return vec4(((1.0 - src.w) * dst.xyz + (1.0 - dst.w) * src.xyz) + src.xyz * dst.xyz, src.w + (1.0 - src.w) * dst.w);
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case 25:
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float _11_alpha = dst.w * src.w;
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vec3 _12_sda = src.xyz * dst.w;
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vec3 _13_dsa = dst.xyz * src.w;
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return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(_12_sda, _13_dsa), _11_alpha, _13_dsa) + dst.xyz) - _13_dsa) + src.xyz) - _12_sda, (src.w + dst.w) - _11_alpha);
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case 26:
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float _14_alpha = dst.w * src.w;
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vec3 _15_sda = src.xyz * dst.w;
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vec3 _16_dsa = dst.xyz * src.w;
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return vec4((((_blend_set_color_luminance(_blend_set_color_saturation(_16_dsa, _15_sda), _14_alpha, _16_dsa) + dst.xyz) - _16_dsa) + src.xyz) - _15_sda, (src.w + dst.w) - _14_alpha);
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case 27:
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float _17_alpha = dst.w * src.w;
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vec3 _18_sda = src.xyz * dst.w;
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vec3 _19_dsa = dst.xyz * src.w;
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return vec4((((_blend_set_color_luminance(_18_sda, _17_alpha, _19_dsa) + dst.xyz) - _19_dsa) + src.xyz) - _18_sda, (src.w + dst.w) - _17_alpha);
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case 28:
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float _20_alpha = dst.w * src.w;
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vec3 _21_sda = src.xyz * dst.w;
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vec3 _22_dsa = dst.xyz * src.w;
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return vec4((((_blend_set_color_luminance(_22_dsa, _20_alpha, _21_sda) + dst.xyz) - _22_dsa) + src.xyz) - _21_sda, (src.w + dst.w) - _20_alpha);
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default:
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return vec4(0.0);
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}
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}
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void main() {
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sk_FragColor = blend(13, src, dst);
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}
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