77702f1704
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>
26 lines
989 B
GLSL
26 lines
989 B
GLSL
#version 400
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out vec4 sk_FragColor;
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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 _8_n = (d.x * d.x) * (s.y - 2.0 * s.x);
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return (_8_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 _10_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 _10_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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in vec4 src;
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in vec4 dst;
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void main() {
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sk_FragColor = 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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}
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