e497a08065
This reverts commit941fc7174f
. 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 commit21d7778cb5
. > > 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>
105 lines
4.6 KiB
GLSL
105 lines
4.6 KiB
GLSL
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out vec4 sk_FragColor;
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in vec4 src;
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in vec4 dst;
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float _blend_color_luminance(vec3 color) {
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return dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), color);
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}
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vec3 _blend_set_color_luminance(vec3 hueSatColor, float alpha, vec3 lumColor) {
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float _0_blend_color_luminance;
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{
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_0_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor);
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}
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float lum = _0_blend_color_luminance;
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float _1_blend_color_luminance;
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{
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_1_blend_color_luminance = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSatColor);
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}
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vec3 result = (lum - _1_blend_color_luminance) + 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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result = lum + ((result - lum) * lum) / (lum - minComp);
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}
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return maxComp > alpha && maxComp != lum ? lum + ((result - lum) * (alpha - lum)) / (maxComp - lum) : result;
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}
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float _blend_color_saturation(vec3 color) {
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return max(max(color.x, color.y), color.z) - min(min(color.x, color.y), color.z);
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}
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vec3 _blend_set_color_saturation_helper(vec3 minMidMax, float sat) {
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return minMidMax.x < minMidMax.z ? vec3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat) : vec3(0.0);
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}
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vec3 _blend_set_color_saturation(vec3 hueLumColor, vec3 satColor) {
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float _2_blend_color_saturation;
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{
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_2_blend_color_saturation = max(max(satColor.x, satColor.y), satColor.z) - min(min(satColor.x, satColor.y), satColor.z);
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}
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float sat = _2_blend_color_saturation;
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if (hueLumColor.x <= hueLumColor.y) {
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if (hueLumColor.y <= hueLumColor.z) {
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vec3 _3_blend_set_color_saturation_helper;
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{
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_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);
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}
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hueLumColor.xyz = _3_blend_set_color_saturation_helper;
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} else if (hueLumColor.x <= hueLumColor.z) {
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vec3 _4_blend_set_color_saturation_helper;
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{
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_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);
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}
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hueLumColor.xzy = _4_blend_set_color_saturation_helper;
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} else {
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vec3 _5_blend_set_color_saturation_helper;
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{
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_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);
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}
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hueLumColor.zxy = _5_blend_set_color_saturation_helper;
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}
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} else if (hueLumColor.x <= hueLumColor.z) {
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vec3 _6_blend_set_color_saturation_helper;
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{
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_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);
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}
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hueLumColor.yxz = _6_blend_set_color_saturation_helper;
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} else if (hueLumColor.y <= hueLumColor.z) {
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vec3 _7_blend_set_color_saturation_helper;
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{
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_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);
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}
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hueLumColor.yzx = _7_blend_set_color_saturation_helper;
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} else {
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vec3 _8_blend_set_color_saturation_helper;
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{
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_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);
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}
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hueLumColor.zyx = _8_blend_set_color_saturation_helper;
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}
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return hueLumColor;
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}
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vec4 blend_saturation(vec4 src, vec4 dst) {
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float alpha = dst.w * src.w;
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vec3 sda = src.xyz * dst.w;
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vec3 dsa = dst.xyz * src.w;
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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);
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}
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void main() {
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vec4 _9_blend_saturation;
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{
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float _10_alpha = dst.w * src.w;
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vec3 _11_sda = src.xyz * dst.w;
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vec3 _12_dsa = dst.xyz * src.w;
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_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);
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}
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sk_FragColor = _9_blend_saturation;
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}
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