skia2/tests/sksl/blend/golden/BlendHue.glsl
John Stiles 77702f1704 Eliminate inliner temporary variables for top-level-exit functions.
When we determine that a function only contains a single return
statement and it is at the top level (i.e. not inside any scopes),
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.

Unlike my previous solution, this does not require variable
declarations to be rewritten. The no-scopes limitation makes it
slightly less effective in theory, but in practice we still get
almost all of the benefit. The no-scope limitation bites us on
structures like

@if (true) {
    return x;
} else {
    return y;
}

Which will optimize away the if, but leave the scope:

{
    return x;
}

However, this is not a big deal; the biggest wins are single-line
helper functions like `guarded_divide` and `unpremul` which retain
the full benefit.

Change-Id: I7fbb725e65db021b9795c04c816819669815578f
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/345167
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2020-12-17 20:37:21 +00:00

44 lines
2.1 KiB
GLSL

#version 400
out vec4 sk_FragColor;
vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
}
in vec4 src;
in vec4 dst;
void main() {
float _1_alpha = dst.w * src.w;
vec3 _2_sda = src.xyz * dst.w;
vec3 _3_dsa = dst.xyz * src.w;
vec3 _4_blend_set_color_saturation;
float _5_sat = max(max(_3_dsa.x, _3_dsa.y), _3_dsa.z) - min(min(_3_dsa.x, _3_dsa.y), _3_dsa.z);
if (_2_sda.x <= _2_sda.y) {
if (_2_sda.y <= _2_sda.z) {
_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_sda, _5_sat);
} else if (_2_sda.x <= _2_sda.z) {
_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_sda.xzy, _5_sat).xzy;
} else {
_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_sda.zxy, _5_sat).yzx;
}
} else if (_2_sda.x <= _2_sda.z) {
_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_sda.yxz, _5_sat).yxz;
} else if (_2_sda.y <= _2_sda.z) {
_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_sda.yzx, _5_sat).zxy;
} else {
_4_blend_set_color_saturation = _blend_set_color_saturation_helper(_2_sda.zyx, _5_sat).zyx;
}
float _7_lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _3_dsa);
vec3 _8_result = (_7_lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _4_blend_set_color_saturation)) + _4_blend_set_color_saturation;
float _9_minComp = min(min(_8_result.x, _8_result.y), _8_result.z);
float _10_maxComp = max(max(_8_result.x, _8_result.y), _8_result.z);
if (_9_minComp < 0.0 && _7_lum != _9_minComp) {
_8_result = _7_lum + ((_8_result - _7_lum) * _7_lum) / (_7_lum - _9_minComp);
}
sk_FragColor = vec4(((((_10_maxComp > _1_alpha && _10_maxComp != _7_lum ? _7_lum + ((_8_result - _7_lum) * (_1_alpha - _7_lum)) / (_10_maxComp - _7_lum) : _8_result) + dst.xyz) - _3_dsa) + src.xyz) - _2_sda, (src.w + dst.w) - _1_alpha);
}