skia2/tests/sksl/blend/BlendLuminosity.metal
John Stiles 511c500ad4 Avoid generating unused variables in the Inliner.
These variables were later being eliminated by the dead-code-elimination
pass, so you can't see them directly in the final output, but removing
them affects the name mangling off all future symbols, so it causes an
enormous ripple effect in the diff. And of course, it's a waste of time
and memory to synthesize IRNodes just to destroy them later.

If we disable control-flow analysis, we lose the dead-code-elimination
pass entirely; this change is also beneficial for emitting better code
when optimizations are turned off.

Change-Id: I882b3be4f3fd99b77d99b6abe128f26bb9252c89
Bug: skia:11319
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/375776
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2021-02-25 19:18:19 +00:00

44 lines
1.5 KiB
Metal

#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
float4 src;
float4 dst;
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Outputs _out;
(void)_out;
float _0_alpha = _in.dst.w * _in.src.w;
float3 _1_sda = _in.src.xyz * _in.dst.w;
float3 _2_dsa = _in.dst.xyz * _in.src.w;
float3 _3_blend_set_color_luminance;
float _4_lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _1_sda);
float3 _5_result = (_4_lum - dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), _2_dsa)) + _2_dsa;
float _6_minComp = min(min(_5_result.x, _5_result.y), _5_result.z);
float _7_maxComp = max(max(_5_result.x, _5_result.y), _5_result.z);
if (_6_minComp < 0.0 && _4_lum != _6_minComp) {
float _8_d = _4_lum - _6_minComp;
_5_result = _4_lum + (_5_result - _4_lum) * (_4_lum / _8_d);
}
if (_7_maxComp > _0_alpha && _7_maxComp != _4_lum) {
float3 _9_n = (_5_result - _4_lum) * (_0_alpha - _4_lum);
float _10_d = _7_maxComp - _4_lum;
_3_blend_set_color_luminance = _4_lum + _9_n / _10_d;
} else {
_3_blend_set_color_luminance = _5_result;
}
_out.sk_FragColor = float4((((_3_blend_set_color_luminance + _in.dst.xyz) - _2_dsa) + _in.src.xyz) - _1_sda, (_in.src.w + _in.dst.w) - _0_alpha);
return _out;
}