skia2/tests/sksl/inliner/golden/InlinerCanBeDisabled.glsl
John Stiles feada47df6 Reland "Simplify _blend_set_color_saturation, removing an instruction."
This reverts commit e81fb87bb4.

Reason for revert: checking results with less-aggressive inliner

Original change's description:
> Revert "Simplify _blend_set_color_saturation, removing an instruction."
>
> This reverts commit ed289e777c.
>
> Reason for revert: causing strange artifacts, only on Adreno
>
> Original change's description:
> > Simplify _blend_set_color_saturation, removing an instruction.
> >
> > This tightens up our intrinsics slightly; after inlining, it eliminates
> > one scratch variable. (We no longer need to copy `sda` into `hueColor`
> > as hueColor is now unchanged.)
> >
> > Change-Id: Iece5ba2fe11cde54481704a1787114a2c2a66d9b
> > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/336599
> > Commit-Queue: John Stiles <johnstiles@google.com>
> > Commit-Queue: Brian Osman <brianosman@google.com>
> > Auto-Submit: John Stiles <johnstiles@google.com>
> > Reviewed-by: Brian Osman <brianosman@google.com>
>
> TBR=brianosman@google.com,johnstiles@google.com
>
> Change-Id: Ica506467b0a4e03d0cbe482034acfa2d9f8d2c16
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/337560
> Reviewed-by: John Stiles <johnstiles@google.com>

TBR=brianosman@google.com,johnstiles@google.com

Change-Id: Ia93263f3269c057e7eaa69ca2b05e783d18c0199
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/337944
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
2020-11-24 15:35:05 +00:00

88 lines
3.2 KiB
GLSL

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