xref: /aosp_15_r20/external/skia/src/sksl/sksl_gpu.sksl (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker// Not exposed in shared module
2*c8dee2aaSAndroid Build Coastguard Worker
3*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType mix($genIType x, $genIType y, $genBType a);
4*c8dee2aaSAndroid Build Coastguard Worker$pure $genBType mix($genBType x, $genBType y, $genBType a);
5*c8dee2aaSAndroid Build Coastguard Worker$pure $genType fma($genType a, $genType b, $genType c);
6*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType fma($genHType a, $genHType b, $genHType c);
7*c8dee2aaSAndroid Build Coastguard Worker      $genType frexp($genType x, out $genIType exp);
8*c8dee2aaSAndroid Build Coastguard Worker      $genHType frexp($genHType x, out $genIType exp);
9*c8dee2aaSAndroid Build Coastguard Worker$pure $genType ldexp($genType x, in $genIType exp);
10*c8dee2aaSAndroid Build Coastguard Worker$pure $genHType ldexp($genHType x, in $genIType exp);
11*c8dee2aaSAndroid Build Coastguard Worker
12*c8dee2aaSAndroid Build Coastguard Worker$pure uint packSnorm2x16(float2 v);
13*c8dee2aaSAndroid Build Coastguard Worker$pure uint packUnorm4x8(float4 v);
14*c8dee2aaSAndroid Build Coastguard Worker$pure uint packSnorm4x8(float4 v);
15*c8dee2aaSAndroid Build Coastguard Worker$pure float2 unpackSnorm2x16(uint p);
16*c8dee2aaSAndroid Build Coastguard Worker$pure float4 unpackUnorm4x8(uint p);
17*c8dee2aaSAndroid Build Coastguard Worker$pure float4 unpackSnorm4x8(uint p);
18*c8dee2aaSAndroid Build Coastguard Worker$pure uint packHalf2x16(float2 v);
19*c8dee2aaSAndroid Build Coastguard Worker$pure float2 unpackHalf2x16(uint v);
20*c8dee2aaSAndroid Build Coastguard Worker
21*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType bitCount($genIType value);
22*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType bitCount($genUType value);
23*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType findLSB($genIType value);
24*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType findLSB($genUType value);
25*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType findMSB($genIType value);
26*c8dee2aaSAndroid Build Coastguard Worker$pure $genIType findMSB($genUType value);
27*c8dee2aaSAndroid Build Coastguard Worker
28*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(sampler2D s, float2 P);
29*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(sampler2D s, float3 P);
30*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(sampler2D s, float3 P, float bias);
31*c8dee2aaSAndroid Build Coastguard Worker
32*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(samplerExternalOES s, float2 P);
33*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(samplerExternalOES s, float2 P, float bias);
34*c8dee2aaSAndroid Build Coastguard Worker
35*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(sampler2DRect s, float2 P);
36*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sample(sampler2DRect s, float3 P);
37*c8dee2aaSAndroid Build Coastguard Worker
38*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sampleLod(sampler2D s, float2 P, float lod);
39*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sampleLod(sampler2D s, float3 P, float lod);
40*c8dee2aaSAndroid Build Coastguard Worker
41*c8dee2aaSAndroid Build Coastguard Worker$pure half4 sampleGrad(sampler2D s, float2, float2 dPdx, float2 dPdy);
42*c8dee2aaSAndroid Build Coastguard Worker
43*c8dee2aaSAndroid Build Coastguard Worker// Currently we do not support the generic types of loading subpassInput so we have some explicit
44*c8dee2aaSAndroid Build Coastguard Worker// versions that we currently use
45*c8dee2aaSAndroid Build Coastguard Worker$pure half4 subpassLoad(subpassInput subpass);
46*c8dee2aaSAndroid Build Coastguard Worker$pure half4 subpassLoad(subpassInputMS subpass, int sample);
47*c8dee2aaSAndroid Build Coastguard Worker
48*c8dee2aaSAndroid Build Coastguard Worker/** Atomically loads the value from `a` and returns it. */
49*c8dee2aaSAndroid Build Coastguard Worker$pure uint atomicLoad(atomicUint a);
50*c8dee2aaSAndroid Build Coastguard Worker
51*c8dee2aaSAndroid Build Coastguard Worker/** Atomically stores the value of `value` to `a` */
52*c8dee2aaSAndroid Build Coastguard Workervoid atomicStore(atomicUint a, uint value);
53*c8dee2aaSAndroid Build Coastguard Worker
54*c8dee2aaSAndroid Build Coastguard Worker/**
55*c8dee2aaSAndroid Build Coastguard Worker * Performs an atomic addition of `value` to the contents of `a` and returns the original contents
56*c8dee2aaSAndroid Build Coastguard Worker * of `a` from before the addition occurred.
57*c8dee2aaSAndroid Build Coastguard Worker */
58*c8dee2aaSAndroid Build Coastguard Workeruint atomicAdd(atomicUint a, uint value);
59*c8dee2aaSAndroid Build Coastguard Worker
60*c8dee2aaSAndroid Build Coastguard Worker// Definitions of functions implementing all of the SkBlendMode blends.
61*c8dee2aaSAndroid Build Coastguard Worker
62*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_clear(half4 src, half4 dst) { return half4(0); }
63*c8dee2aaSAndroid Build Coastguard Worker
64*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_src(half4 src, half4 dst) { return src; }
65*c8dee2aaSAndroid Build Coastguard Worker
66*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_dst(half4 src, half4 dst) { return dst; }
67*c8dee2aaSAndroid Build Coastguard Worker
68*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_src_over(half4 src, half4 dst) { return src + (1 - src.a)*dst; }
69*c8dee2aaSAndroid Build Coastguard Worker
70*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_dst_over(half4 src, half4 dst) { return (1 - dst.a)*src + dst; }
71*c8dee2aaSAndroid Build Coastguard Worker
72*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_src_in(half4 src, half4 dst) { return src*dst.a; }
73*c8dee2aaSAndroid Build Coastguard Worker
74*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_dst_in(half4 src, half4 dst) { return dst*src.a; }
75*c8dee2aaSAndroid Build Coastguard Worker
76*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_src_out(half4 src, half4 dst) { return (1 - dst.a)*src; }
77*c8dee2aaSAndroid Build Coastguard Worker
78*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_dst_out(half4 src, half4 dst) { return (1 - src.a)*dst; }
79*c8dee2aaSAndroid Build Coastguard Worker
80*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_src_atop(half4 src, half4 dst) { return dst.a*src + (1 - src.a)*dst; }
81*c8dee2aaSAndroid Build Coastguard Worker
82*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_dst_atop(half4 src, half4 dst)  { return  (1 - dst.a) * src + src.a*dst; }
83*c8dee2aaSAndroid Build Coastguard Worker
84*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_xor(half4 src, half4 dst) { return (1 - dst.a)*src + (1 - src.a)*dst; }
85*c8dee2aaSAndroid Build Coastguard Worker
86*c8dee2aaSAndroid Build Coastguard Worker// This multi-purpose Porter-Duff blend function can perform any of the twelve blends above,
87*c8dee2aaSAndroid Build Coastguard Worker// when passed one of the following values for BlendOp:
88*c8dee2aaSAndroid Build Coastguard Worker// - Clear:          0*src +        0*dst = (0 +  0*dstA)*src + (0 +  0*srcA)*dst = (0,  0,  0,  0)
89*c8dee2aaSAndroid Build Coastguard Worker// - Src:            1*src +        0*dst = (1 +  0*dstA)*src + (0 +  0*srcA)*dst = (1,  0,  0,  0)
90*c8dee2aaSAndroid Build Coastguard Worker// - Dst:            0*src +        1*dst = (0 +  0*dstA)*src + (1 +  0*srcA)*dst = (0,  1,  0,  0)
91*c8dee2aaSAndroid Build Coastguard Worker// - SrcOver:        1*src + (1-srcA)*dst = (1 +  0*dstA)*src + (1 + -1*srcA)*dst = (1,  1,  0, -1)
92*c8dee2aaSAndroid Build Coastguard Worker// - DstOver: (1-dstA)*src +        1*dst = (1 + -1*dstA)*src + (1 +  0*srcA)*dst = (1,  1, -1,  0)
93*c8dee2aaSAndroid Build Coastguard Worker// - SrcIn:       dstA*src +        0*dst = (0 +  1*dstA)*src + (0 +  0*srcA)*dst = (0,  0,  1,  0)
94*c8dee2aaSAndroid Build Coastguard Worker// - DstIn:          0*src +     srcA*dst = (0 +  0*dstA)*src + (0 +  1*srcA)*dst = (0,  0,  0,  1)
95*c8dee2aaSAndroid Build Coastguard Worker// - SrcOut:  (1-dstA)*src +        0*dst = (1 + -1*dstA)*src + (0 +  0*srcA)*dst = (1,  0, -1,  0)
96*c8dee2aaSAndroid Build Coastguard Worker// - DstOut:         0*src + (1-srcA)*dst = (0 +  0*dstA)*src + (1 + -1*srcA)*dst = (0,  1,  0, -1)
97*c8dee2aaSAndroid Build Coastguard Worker// - SrcATop:     dstA*src + (1-srcA)*dst = (0 +  1*dstA)*src + (1 + -1*srcA)*dst = (0,  1,  1, -1)
98*c8dee2aaSAndroid Build Coastguard Worker// - DstATop: (1-dstA)*src +     srcA*dst = (1 + -1*dstA)*src + (0 +  1*srcA)*dst = (1,  0, -1,  1)
99*c8dee2aaSAndroid Build Coastguard Worker// - Xor:     (1-dstA)*src + (1-srcA)*dst = (1 + -1*dstA)*src + (1 + -1*srcA)*dst = (1,  1, -1, -1)
100*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_porter_duff(half4 blendOp, half4 src, half4 dst) {
101*c8dee2aaSAndroid Build Coastguard Worker    // The supported blend modes all have coefficients that are of the form (C + S*alpha), where
102*c8dee2aaSAndroid Build Coastguard Worker    // alpha is the other color's alpha channel. C can be 0 or 1, S can be -1, 0, or 1.
103*c8dee2aaSAndroid Build Coastguard Worker    half2 coeff = blendOp.xy + blendOp.zw * half2(dst.a, src.a);
104*c8dee2aaSAndroid Build Coastguard Worker    return src * coeff.x + dst * coeff.y;
105*c8dee2aaSAndroid Build Coastguard Worker}
106*c8dee2aaSAndroid Build Coastguard Worker
107*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_plus(half4 src, half4 dst) { return min(src + dst, 1); }
108*c8dee2aaSAndroid Build Coastguard Worker
109*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_modulate(half4 src, half4 dst) { return src*dst; }
110*c8dee2aaSAndroid Build Coastguard Worker
111*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_screen(half4 src, half4 dst) { return src + (1 - src)*dst; }
112*c8dee2aaSAndroid Build Coastguard Worker
113*c8dee2aaSAndroid Build Coastguard Worker$pure half $blend_overlay_component(half2 s, half2 d) {
114*c8dee2aaSAndroid Build Coastguard Worker    return (2*d.x <= d.y) ? 2*s.x*d.x
115*c8dee2aaSAndroid Build Coastguard Worker                          : s.y*d.y - 2*(d.y - d.x)*(s.y - s.x);
116*c8dee2aaSAndroid Build Coastguard Worker}
117*c8dee2aaSAndroid Build Coastguard Worker
118*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_overlay(half4 src, half4 dst) {
119*c8dee2aaSAndroid Build Coastguard Worker    half4 result = half4($blend_overlay_component(src.ra, dst.ra),
120*c8dee2aaSAndroid Build Coastguard Worker                         $blend_overlay_component(src.ga, dst.ga),
121*c8dee2aaSAndroid Build Coastguard Worker                         $blend_overlay_component(src.ba, dst.ba),
122*c8dee2aaSAndroid Build Coastguard Worker                         src.a + (1 - src.a)*dst.a);
123*c8dee2aaSAndroid Build Coastguard Worker    result.rgb += dst.rgb*(1 - src.a) + src.rgb*(1 - dst.a);
124*c8dee2aaSAndroid Build Coastguard Worker    return result;
125*c8dee2aaSAndroid Build Coastguard Worker}
126*c8dee2aaSAndroid Build Coastguard Worker
127*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_overlay(half flip, half4 a, half4 b) {
128*c8dee2aaSAndroid Build Coastguard Worker    return blend_overlay(bool(flip) ? b : a, bool(flip) ? a : b);
129*c8dee2aaSAndroid Build Coastguard Worker}
130*c8dee2aaSAndroid Build Coastguard Worker
131*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_lighten(half4 src, half4 dst) {
132*c8dee2aaSAndroid Build Coastguard Worker    half4 result = blend_src_over(src, dst);
133*c8dee2aaSAndroid Build Coastguard Worker    result.rgb = max(result.rgb, (1 - dst.a)*src.rgb + dst.rgb);
134*c8dee2aaSAndroid Build Coastguard Worker    return result;
135*c8dee2aaSAndroid Build Coastguard Worker}
136*c8dee2aaSAndroid Build Coastguard Worker
137*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_darken(half mode /* darken: 1, lighten: -1 */, half4 src, half4 dst) {
138*c8dee2aaSAndroid Build Coastguard Worker    half4 a = blend_src_over(src, dst);
139*c8dee2aaSAndroid Build Coastguard Worker    half3 b = (1 - dst.a) * src.rgb + dst.rgb;  // DstOver.rgb
140*c8dee2aaSAndroid Build Coastguard Worker    a.rgb = mode * min(a.rgb * mode, b.rgb * mode);
141*c8dee2aaSAndroid Build Coastguard Worker    return a;
142*c8dee2aaSAndroid Build Coastguard Worker}
143*c8dee2aaSAndroid Build Coastguard Worker
144*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_darken(half4 src, half4 dst) {
145*c8dee2aaSAndroid Build Coastguard Worker   return blend_darken(1, src, dst);
146*c8dee2aaSAndroid Build Coastguard Worker}
147*c8dee2aaSAndroid Build Coastguard Worker
148*c8dee2aaSAndroid Build Coastguard Worker// A useful constant to check against when dividing a half-precision denominator.
149*c8dee2aaSAndroid Build Coastguard Worker// Denormal half floats (values less than this) will compare not-equal to 0 but can easily cause the
150*c8dee2aaSAndroid Build Coastguard Worker// division to overflow to infinity. Even regular values can overflow given the low maximum value.
151*c8dee2aaSAndroid Build Coastguard Worker// For instance, any value x > ~3.998 will overflow when divided by $kMinNormalHalf. This is a
152*c8dee2aaSAndroid Build Coastguard Worker// reasonable value even for wide gamut colors being input to these blend functions, but the
153*c8dee2aaSAndroid Build Coastguard Worker// most correct denominator check is to treat anything with `denom < x/F16_MAX` as division by 0.
154*c8dee2aaSAndroid Build Coastguard Workerconst half $kMinNormalHalf = 1.0 / (1 << 14);
155*c8dee2aaSAndroid Build Coastguard Worker
156*c8dee2aaSAndroid Build Coastguard Workerconst half $kGuardedDivideEpsilon = sk_Caps.mustGuardDivisionEvenAfterExplicitZeroCheck
157*c8dee2aaSAndroid Build Coastguard Worker                                        ? 0.00000001
158*c8dee2aaSAndroid Build Coastguard Worker                                        : 0.0;
159*c8dee2aaSAndroid Build Coastguard Worker
160*c8dee2aaSAndroid Build Coastguard Worker$pure inline half $guarded_divide(half n, half d) {
161*c8dee2aaSAndroid Build Coastguard Worker    return n / (d + $kGuardedDivideEpsilon);
162*c8dee2aaSAndroid Build Coastguard Worker}
163*c8dee2aaSAndroid Build Coastguard Worker
164*c8dee2aaSAndroid Build Coastguard Worker$pure inline half3 $guarded_divide(half3 n, half d) {
165*c8dee2aaSAndroid Build Coastguard Worker    return n / (d + $kGuardedDivideEpsilon);
166*c8dee2aaSAndroid Build Coastguard Worker}
167*c8dee2aaSAndroid Build Coastguard Worker
168*c8dee2aaSAndroid Build Coastguard Worker$pure half $color_dodge_component(half2 s, half2 d) {
169*c8dee2aaSAndroid Build Coastguard Worker    // The following is a single flow of control implementation of:
170*c8dee2aaSAndroid Build Coastguard Worker    //     if (d.x == 0) {
171*c8dee2aaSAndroid Build Coastguard Worker    //         return s.x*(1 - d.y);
172*c8dee2aaSAndroid Build Coastguard Worker    //     } else {
173*c8dee2aaSAndroid Build Coastguard Worker    //         half delta = s.y - s.x;
174*c8dee2aaSAndroid Build Coastguard Worker    //         if (delta == 0) {
175*c8dee2aaSAndroid Build Coastguard Worker    //             return s.y*d.y + s.x*(1 - d.y) + d.x*(1 - s.y);
176*c8dee2aaSAndroid Build Coastguard Worker    //         } else {
177*c8dee2aaSAndroid Build Coastguard Worker    //             delta = min(d.y, $guarded_divide(d.x*s.y, delta));
178*c8dee2aaSAndroid Build Coastguard Worker    //             return delta*s.y + s.x*(1 - d.y) + d.x*(1 - s.y);
179*c8dee2aaSAndroid Build Coastguard Worker    //         }
180*c8dee2aaSAndroid Build Coastguard Worker    //     }
181*c8dee2aaSAndroid Build Coastguard Worker    //
182*c8dee2aaSAndroid Build Coastguard Worker    // When d.x == 0, then dxScale forces delta to 0 and simplifying the return value to s.x*(1-d.y)
183*c8dee2aaSAndroid Build Coastguard Worker    // When s.y-s.x == 0, the mix selects d.y and min(d.y, d.y) leaves delta = d.y
184*c8dee2aaSAndroid Build Coastguard Worker    // Otherwise the mix selects the delta expression in the final else branch.
185*c8dee2aaSAndroid Build Coastguard Worker    half dxScale = d.x == 0 ? 0 : 1;
186*c8dee2aaSAndroid Build Coastguard Worker    half delta = dxScale * min(d.y, abs(s.y-s.x) >= $kMinNormalHalf
187*c8dee2aaSAndroid Build Coastguard Worker                                            ? $guarded_divide(d.x*s.y, s.y-s.x)
188*c8dee2aaSAndroid Build Coastguard Worker                                            : d.y);
189*c8dee2aaSAndroid Build Coastguard Worker    return delta*s.y + s.x*(1 - d.y) + d.x*(1 - s.y);
190*c8dee2aaSAndroid Build Coastguard Worker}
191*c8dee2aaSAndroid Build Coastguard Worker
192*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_color_dodge(half4 src, half4 dst) {
193*c8dee2aaSAndroid Build Coastguard Worker    return half4($color_dodge_component(src.ra, dst.ra),
194*c8dee2aaSAndroid Build Coastguard Worker                 $color_dodge_component(src.ga, dst.ga),
195*c8dee2aaSAndroid Build Coastguard Worker                 $color_dodge_component(src.ba, dst.ba),
196*c8dee2aaSAndroid Build Coastguard Worker                 src.a + (1 - src.a)*dst.a);
197*c8dee2aaSAndroid Build Coastguard Worker}
198*c8dee2aaSAndroid Build Coastguard Worker
199*c8dee2aaSAndroid Build Coastguard Worker$pure half $color_burn_component(half2 s, half2 d) {
200*c8dee2aaSAndroid Build Coastguard Worker    // The following is a single flow of control implementation of:
201*c8dee2aaSAndroid Build Coastguard Worker    //     if (d.y == d.x) {
202*c8dee2aaSAndroid Build Coastguard Worker    //         return s.y*d.y + s.x*(1 - d.y) + d.x*(1 - s.y);
203*c8dee2aaSAndroid Build Coastguard Worker    //     } else if (s.x == 0) {
204*c8dee2aaSAndroid Build Coastguard Worker    //         return d.x*(1 - s.y);
205*c8dee2aaSAndroid Build Coastguard Worker    //     } else {
206*c8dee2aaSAndroid Build Coastguard Worker    //         half delta = max(0, d.y - $guarded_divide((d.y - d.x)*s.y, s.x));
207*c8dee2aaSAndroid Build Coastguard Worker    //         return delta*s.y + s.x*(1 - d.y) + d.x*(1 - s.y);
208*c8dee2aaSAndroid Build Coastguard Worker    //     }
209*c8dee2aaSAndroid Build Coastguard Worker    //
210*c8dee2aaSAndroid Build Coastguard Worker    // When d.y == d.x, dyTerm is d.y. If s.x is also 0, the second ternary selects d.y, matching
211*c8dee2aaSAndroid Build Coastguard Worker    // the first if condition.  If s.x is not 0, then the $guarded_divide() evaluates to 0 and delta
212*c8dee2aaSAndroid Build Coastguard Worker    // still evaluates to d.y.
213*c8dee2aaSAndroid Build Coastguard Worker    //
214*c8dee2aaSAndroid Build Coastguard Worker    // When d.y != d.x but s.x is 0, then dyTerm is 0 and the delta selects 0, matching the second
215*c8dee2aaSAndroid Build Coastguard Worker    // if condition.
216*c8dee2aaSAndroid Build Coastguard Worker    //
217*c8dee2aaSAndroid Build Coastguard Worker    // Lastly, when d.y != d.x and s.x != 0, the delta evaluates to "d.y - min(d.y,
218*c8dee2aaSAndroid Build Coastguard Worker    // $guarded_divide(...))", which is equivalent to max(0, d.y - $guarded_divide) except that it
219*c8dee2aaSAndroid Build Coastguard Worker    // has the benefit of not wrapping the d.y evaluation in a max() to preserve the unclamped
220*c8dee2aaSAndroid Build Coastguard Worker    // behavior when d.y == d.x.
221*c8dee2aaSAndroid Build Coastguard Worker    half dyTerm = d.y == d.x ? d.y : 0;
222*c8dee2aaSAndroid Build Coastguard Worker    half delta = abs(s.x) >= $kMinNormalHalf
223*c8dee2aaSAndroid Build Coastguard Worker                        ? d.y - min(d.y, $guarded_divide((d.y - d.x)*s.y, s.x))
224*c8dee2aaSAndroid Build Coastguard Worker                        : dyTerm;
225*c8dee2aaSAndroid Build Coastguard Worker    return delta*s.y + s.x*(1 - d.y) + d.x*(1 - s.y);
226*c8dee2aaSAndroid Build Coastguard Worker}
227*c8dee2aaSAndroid Build Coastguard Worker
228*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_color_burn(half4 src, half4 dst) {
229*c8dee2aaSAndroid Build Coastguard Worker    return half4($color_burn_component(src.ra, dst.ra),
230*c8dee2aaSAndroid Build Coastguard Worker                 $color_burn_component(src.ga, dst.ga),
231*c8dee2aaSAndroid Build Coastguard Worker                 $color_burn_component(src.ba, dst.ba),
232*c8dee2aaSAndroid Build Coastguard Worker                 src.a + (1 - src.a)*dst.a);
233*c8dee2aaSAndroid Build Coastguard Worker}
234*c8dee2aaSAndroid Build Coastguard Worker
235*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_hard_light(half4 src, half4 dst) {
236*c8dee2aaSAndroid Build Coastguard Worker    return blend_overlay(dst, src);
237*c8dee2aaSAndroid Build Coastguard Worker}
238*c8dee2aaSAndroid Build Coastguard Worker
239*c8dee2aaSAndroid Build Coastguard Worker$pure half $soft_light_component(half2 s, half2 d) {
240*c8dee2aaSAndroid Build Coastguard Worker    if (2*s.x <= s.y) {
241*c8dee2aaSAndroid Build Coastguard Worker        return $guarded_divide(d.x*d.x*(s.y - 2*s.x), d.y) + (1 - d.y)*s.x + d.x*(-s.y + 2*s.x + 1);
242*c8dee2aaSAndroid Build Coastguard Worker    } else if (4.0 * d.x <= d.y) {
243*c8dee2aaSAndroid Build Coastguard Worker        half DSqd = d.x*d.x;
244*c8dee2aaSAndroid Build Coastguard Worker        half DCub = DSqd*d.x;
245*c8dee2aaSAndroid Build Coastguard Worker        half DaSqd = d.y*d.y;
246*c8dee2aaSAndroid Build Coastguard Worker        half DaCub = DaSqd*d.y;
247*c8dee2aaSAndroid Build Coastguard Worker        return $guarded_divide(DaSqd*(s.x - d.x*(3*s.y - 6*s.x - 1)) + 12*d.y*DSqd*(s.y - 2*s.x)
248*c8dee2aaSAndroid Build Coastguard Worker                               - 16*DCub * (s.y - 2*s.x) - DaCub*s.x, DaSqd);
249*c8dee2aaSAndroid Build Coastguard Worker    } else {
250*c8dee2aaSAndroid Build Coastguard Worker        return d.x*(s.y - 2*s.x + 1) + s.x - sqrt(d.y*d.x)*(s.y - 2*s.x) - d.y*s.x;
251*c8dee2aaSAndroid Build Coastguard Worker    }
252*c8dee2aaSAndroid Build Coastguard Worker}
253*c8dee2aaSAndroid Build Coastguard Worker
254*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_soft_light(half4 src, half4 dst) {
255*c8dee2aaSAndroid Build Coastguard Worker    return (dst.a == 0) ? src : half4($soft_light_component(src.ra, dst.ra),
256*c8dee2aaSAndroid Build Coastguard Worker                                      $soft_light_component(src.ga, dst.ga),
257*c8dee2aaSAndroid Build Coastguard Worker                                      $soft_light_component(src.ba, dst.ba),
258*c8dee2aaSAndroid Build Coastguard Worker                                      src.a + (1 - src.a)*dst.a);
259*c8dee2aaSAndroid Build Coastguard Worker}
260*c8dee2aaSAndroid Build Coastguard Worker
261*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_difference(half4 src, half4 dst) {
262*c8dee2aaSAndroid Build Coastguard Worker    return half4(src.rgb + dst.rgb - 2*min(src.rgb*dst.a, dst.rgb*src.a),
263*c8dee2aaSAndroid Build Coastguard Worker                 src.a + (1 - src.a)*dst.a);
264*c8dee2aaSAndroid Build Coastguard Worker}
265*c8dee2aaSAndroid Build Coastguard Worker
266*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_exclusion(half4 src, half4 dst) {
267*c8dee2aaSAndroid Build Coastguard Worker    return half4(dst.rgb + src.rgb - 2*dst.rgb*src.rgb, src.a + (1 - src.a)*dst.a);
268*c8dee2aaSAndroid Build Coastguard Worker}
269*c8dee2aaSAndroid Build Coastguard Worker
270*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_multiply(half4 src, half4 dst) {
271*c8dee2aaSAndroid Build Coastguard Worker    return half4((1 - src.a)*dst.rgb + (1 - dst.a)*src.rgb + src.rgb*dst.rgb,
272*c8dee2aaSAndroid Build Coastguard Worker                 src.a + (1 - src.a)*dst.a);
273*c8dee2aaSAndroid Build Coastguard Worker}
274*c8dee2aaSAndroid Build Coastguard Worker
275*c8dee2aaSAndroid Build Coastguard Worker$pure half $blend_color_luminance(half3 color) { return dot(half3(0.3, 0.59, 0.11), color); }
276*c8dee2aaSAndroid Build Coastguard Worker
277*c8dee2aaSAndroid Build Coastguard Worker$pure half3 $blend_set_color_luminance(half3 hueSatColor, half alpha, half3 lumColor) {
278*c8dee2aaSAndroid Build Coastguard Worker    half lum = $blend_color_luminance(lumColor);
279*c8dee2aaSAndroid Build Coastguard Worker    half3 result = lum - $blend_color_luminance(hueSatColor) + hueSatColor;
280*c8dee2aaSAndroid Build Coastguard Worker    half minComp = min(min(result.r, result.g), result.b);
281*c8dee2aaSAndroid Build Coastguard Worker    half maxComp = max(max(result.r, result.g), result.b);
282*c8dee2aaSAndroid Build Coastguard Worker    if (minComp < 0 && lum != minComp) {
283*c8dee2aaSAndroid Build Coastguard Worker        result = lum + (result - lum) * $guarded_divide(lum, (lum - minComp) + $kMinNormalHalf);
284*c8dee2aaSAndroid Build Coastguard Worker    }
285*c8dee2aaSAndroid Build Coastguard Worker    if (maxComp > alpha && maxComp != lum) {
286*c8dee2aaSAndroid Build Coastguard Worker        result = lum +
287*c8dee2aaSAndroid Build Coastguard Worker                 $guarded_divide((result - lum) * (alpha - lum), (maxComp - lum) + $kMinNormalHalf);
288*c8dee2aaSAndroid Build Coastguard Worker    }
289*c8dee2aaSAndroid Build Coastguard Worker    return result;
290*c8dee2aaSAndroid Build Coastguard Worker}
291*c8dee2aaSAndroid Build Coastguard Worker
292*c8dee2aaSAndroid Build Coastguard Worker$pure half $blend_color_saturation(half3 color) {
293*c8dee2aaSAndroid Build Coastguard Worker    return max(max(color.r, color.g), color.b) - min(min(color.r, color.g), color.b);
294*c8dee2aaSAndroid Build Coastguard Worker}
295*c8dee2aaSAndroid Build Coastguard Worker
296*c8dee2aaSAndroid Build Coastguard Worker$pure half3 $blend_set_color_saturation(half3 color, half3 satColor) {
297*c8dee2aaSAndroid Build Coastguard Worker    half mn = min(min(color.r, color.g), color.b);
298*c8dee2aaSAndroid Build Coastguard Worker    half mx = max(max(color.r, color.g), color.b);
299*c8dee2aaSAndroid Build Coastguard Worker
300*c8dee2aaSAndroid Build Coastguard Worker    return (mx > mn) ? ((color - mn) * $blend_color_saturation(satColor)) / (mx - mn)
301*c8dee2aaSAndroid Build Coastguard Worker                     : half3(0);
302*c8dee2aaSAndroid Build Coastguard Worker}
303*c8dee2aaSAndroid Build Coastguard Worker
304*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_hslc(half2 flipSat, half4 src, half4 dst) {
305*c8dee2aaSAndroid Build Coastguard Worker    half alpha = dst.a * src.a;
306*c8dee2aaSAndroid Build Coastguard Worker    half3 sda = src.rgb * dst.a;
307*c8dee2aaSAndroid Build Coastguard Worker    half3 dsa = dst.rgb * src.a;
308*c8dee2aaSAndroid Build Coastguard Worker    half3 l = bool(flipSat.x) ? dsa : sda;
309*c8dee2aaSAndroid Build Coastguard Worker    half3 r = bool(flipSat.x) ? sda : dsa;
310*c8dee2aaSAndroid Build Coastguard Worker    if (bool(flipSat.y)) {
311*c8dee2aaSAndroid Build Coastguard Worker        l = $blend_set_color_saturation(l, r);
312*c8dee2aaSAndroid Build Coastguard Worker        r = dsa;
313*c8dee2aaSAndroid Build Coastguard Worker    }
314*c8dee2aaSAndroid Build Coastguard Worker    return half4($blend_set_color_luminance(l, alpha, r) + dst.rgb - dsa + src.rgb - sda,
315*c8dee2aaSAndroid Build Coastguard Worker                 src.a + dst.a - alpha);
316*c8dee2aaSAndroid Build Coastguard Worker}
317*c8dee2aaSAndroid Build Coastguard Worker
318*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_hue(half4 src, half4 dst) {
319*c8dee2aaSAndroid Build Coastguard Worker    return blend_hslc(half2(0, 1), src, dst);
320*c8dee2aaSAndroid Build Coastguard Worker}
321*c8dee2aaSAndroid Build Coastguard Worker
322*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_saturation(half4 src, half4 dst) {
323*c8dee2aaSAndroid Build Coastguard Worker    return blend_hslc(half2(1), src, dst);
324*c8dee2aaSAndroid Build Coastguard Worker}
325*c8dee2aaSAndroid Build Coastguard Worker
326*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_color(half4 src, half4 dst)  {
327*c8dee2aaSAndroid Build Coastguard Worker    return blend_hslc(half2(0), src, dst);
328*c8dee2aaSAndroid Build Coastguard Worker}
329*c8dee2aaSAndroid Build Coastguard Worker
330*c8dee2aaSAndroid Build Coastguard Worker$pure half4 blend_luminosity(half4 src, half4 dst) {
331*c8dee2aaSAndroid Build Coastguard Worker    return blend_hslc(half2(1, 0), src, dst);
332*c8dee2aaSAndroid Build Coastguard Worker}
333*c8dee2aaSAndroid Build Coastguard Worker
334*c8dee2aaSAndroid Build Coastguard Worker$pure float2 proj(float3 p) { return p.xy / p.z; }
335*c8dee2aaSAndroid Build Coastguard Worker
336*c8dee2aaSAndroid Build Coastguard Worker// Implement cross() as a determinant to communicate our intent more clearly to the compiler.
337*c8dee2aaSAndroid Build Coastguard Worker// NOTE: Due to precision issues, it might be the case that cross(a, a) != 0.
338*c8dee2aaSAndroid Build Coastguard Worker$pure float cross_length_2d(float2 a, float2 b) {
339*c8dee2aaSAndroid Build Coastguard Worker    return determinant(float2x2(a, b));
340*c8dee2aaSAndroid Build Coastguard Worker}
341*c8dee2aaSAndroid Build Coastguard Worker
342*c8dee2aaSAndroid Build Coastguard Worker$pure half cross_length_2d(half2 a, half2 b) {
343*c8dee2aaSAndroid Build Coastguard Worker    return determinant(half2x2(a, b));
344*c8dee2aaSAndroid Build Coastguard Worker}
345*c8dee2aaSAndroid Build Coastguard Worker
346*c8dee2aaSAndroid Build Coastguard Worker$pure float2 perp(float2 v) {
347*c8dee2aaSAndroid Build Coastguard Worker    return float2(-v.y, v.x);
348*c8dee2aaSAndroid Build Coastguard Worker}
349*c8dee2aaSAndroid Build Coastguard Worker
350*c8dee2aaSAndroid Build Coastguard Worker$pure half2 perp(half2 v) {
351*c8dee2aaSAndroid Build Coastguard Worker    return half2(-v.y, v.x);
352*c8dee2aaSAndroid Build Coastguard Worker}
353*c8dee2aaSAndroid Build Coastguard Worker
354*c8dee2aaSAndroid Build Coastguard Worker// Returns a bias given a scale factor, such that 'scale * (dist + bias)' converts the distance to
355*c8dee2aaSAndroid Build Coastguard Worker// a per-pixel coverage value, automatically widening the visible coverage ramp for subpixel
356*c8dee2aaSAndroid Build Coastguard Worker// dimensions. The 'scale' must already be equal to the narrowest dimension of the shape and clamped
357*c8dee2aaSAndroid Build Coastguard Worker// to [0, 1.0].
358*c8dee2aaSAndroid Build Coastguard Worker$pure float coverage_bias(float scale) {
359*c8dee2aaSAndroid Build Coastguard Worker    return 1.0 - 0.5 * scale;
360*c8dee2aaSAndroid Build Coastguard Worker}
361