skia2/tests/sksl/blend/golden/BlendSaturationStandaloneSettings.glsl
John Stiles e497a08065 Reland "Remove inliner from IR generation stage."
This reverts commit 941fc7174f.

Reason for revert: performance now seems to be roughly equal or better
(~1%) over several trials.
Nanobench: http://screen/A8e8sojaXBgbMgF

Original change's description:
> Revert "Remove inliner from IR generation stage."
>
> This reverts commit 21d7778cb5.
>
> Reason for revert: Pinpoint absolutely hates this change
>
> Original change's description:
> > Remove inliner from IR generation stage.
> >
> > There is no need to inline code during IR generation, as the optimizer
> > can now handle this.
> >
> > Change-Id: If272bfb98e945a75ec91fb4aa026e5631ac51b5b
> > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/315971
> > Commit-Queue: John Stiles <johnstiles@google.com>
> > Commit-Queue: Brian Osman <brianosman@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: I62c235415bcdc92a088e2a7f9c3d7dbf7e1bf669
> No-Presubmit: true
> No-Tree-Checks: true
> No-Try: true
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/317976
> Reviewed-by: John Stiles <johnstiles@google.com>
> Commit-Queue: John Stiles <johnstiles@google.com>

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

Change-Id: I6189806c678283188f4b67ee61e5886f88c2d6fc
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/324891
Reviewed-by: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
2020-10-12 16:53:27 +00:00

105 lines
4.6 KiB
GLSL

out vec4 sk_FragColor;
in vec4 src;
in vec4 dst;
float _blend_color_luminance(vec3 color) {
return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
}
vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
float _0_blend_color_luminance;
{
_0_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
}
float lum = _0_blend_color_luminance;
float _1_blend_color_luminance;
{
_1_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor);
}
vec3 result = (lum - _1_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;
}
float _blend_color_saturation(vec3 color) {
return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
}
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 _2_blend_color_saturation;
{
_2_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
}
float sat = _2_blend_color_saturation;
if (hueLumColor.x <= hueLumColor.y) {
if (hueLumColor.y <= hueLumColor.z) {
vec3 _3_blend_set_color_saturation_helper;
{
_3_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.z ? vec3(0.0, (sat * (hueLumColor.y - hueLumColor.x)) / (hueLumColor.z - hueLumColor.x), sat) : vec3(0.0);
}
hueLumColor.xyz = _3_blend_set_color_saturation_helper;
} else if (hueLumColor.x <= hueLumColor.z) {
vec3 _4_blend_set_color_saturation_helper;
{
_4_blend_set_color_saturation_helper = hueLumColor.x < hueLumColor.y ? vec3(0.0, (sat * (hueLumColor.z - hueLumColor.x)) / (hueLumColor.y - hueLumColor.x), sat) : vec3(0.0);
}
hueLumColor.xzy = _4_blend_set_color_saturation_helper;
} else {
vec3 _5_blend_set_color_saturation_helper;
{
_5_blend_set_color_saturation_helper = hueLumColor.z < hueLumColor.y ? vec3(0.0, (sat * (hueLumColor.x - hueLumColor.z)) / (hueLumColor.y - hueLumColor.z), sat) : vec3(0.0);
}
hueLumColor.zxy = _5_blend_set_color_saturation_helper;
}
} else if (hueLumColor.x <= hueLumColor.z) {
vec3 _6_blend_set_color_saturation_helper;
{
_6_blend_set_color_saturation_helper = hueLumColor.y < hueLumColor.z ? vec3(0.0, (sat * (hueLumColor.x - hueLumColor.y)) / (hueLumColor.z - hueLumColor.y), sat) : vec3(0.0);
}
hueLumColor.yxz = _6_blend_set_color_saturation_helper;
} else if (hueLumColor.y <= hueLumColor.z) {
vec3 _7_blend_set_color_saturation_helper;
{
_7_blend_set_color_saturation_helper = hueLumColor.y < hueLumColor.x ? vec3(0.0, (sat * (hueLumColor.z - hueLumColor.y)) / (hueLumColor.x - hueLumColor.y), sat) : vec3(0.0);
}
hueLumColor.yzx = _7_blend_set_color_saturation_helper;
} else {
vec3 _8_blend_set_color_saturation_helper;
{
_8_blend_set_color_saturation_helper = hueLumColor.z < hueLumColor.x ? vec3(0.0, (sat * (hueLumColor.y - hueLumColor.z)) / (hueLumColor.x - hueLumColor.z), sat) : vec3(0.0);
}
hueLumColor.zyx = _8_blend_set_color_saturation_helper;
}
return hueLumColor;
}
vec4 blend_saturation(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(dsa, sda), alpha, dsa) + dst.xyz) - dsa) + src.xyz) - sda, (src.w + dst.w) - alpha);
}
void main() {
vec4 _9_blend_saturation;
{
float _10_alpha = dst.w * src.w;
vec3 _11_sda = src.xyz * dst.w;
vec3 _12_dsa = dst.xyz * src.w;
_9_blend_saturation = vec4((((_blend_set_color_luminance(_blend_set_color_saturation(_12_dsa, _11_sda), _10_alpha, _12_dsa) + dst.xyz) - _12_dsa) + src.xyz) - _11_sda, (src.w + dst.w) - _10_alpha);
}
sk_FragColor = _9_blend_saturation;
}