1 /*
2 * Copyright 2018 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "src/gpu/ops/QuadPerEdgeAA.h"
9
10 #include "include/private/SkVx.h"
11 #include "src/gpu/GrMeshDrawTarget.h"
12 #include "src/gpu/GrResourceProvider.h"
13 #include "src/gpu/SkGr.h"
14 #include "src/gpu/geometry/GrQuadUtils.h"
15 #include "src/gpu/glsl/GrGLSLColorSpaceXformHelper.h"
16 #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
17 #include "src/gpu/glsl/GrGLSLVarying.h"
18 #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
19
20 static_assert((int)GrQuadAAFlags::kLeft == SkCanvas::kLeft_QuadAAFlag);
21 static_assert((int)GrQuadAAFlags::kTop == SkCanvas::kTop_QuadAAFlag);
22 static_assert((int)GrQuadAAFlags::kRight == SkCanvas::kRight_QuadAAFlag);
23 static_assert((int)GrQuadAAFlags::kBottom == SkCanvas::kBottom_QuadAAFlag);
24 static_assert((int)GrQuadAAFlags::kNone == SkCanvas::kNone_QuadAAFlags);
25 static_assert((int)GrQuadAAFlags::kAll == SkCanvas::kAll_QuadAAFlags);
26
27 namespace skgpu::v1::QuadPerEdgeAA {
28
29 namespace {
30
31 using VertexSpec = skgpu::v1::QuadPerEdgeAA::VertexSpec;
32 using CoverageMode = skgpu::v1::QuadPerEdgeAA::CoverageMode;
33 using ColorType = skgpu::v1::QuadPerEdgeAA::ColorType;
34
35 // Generic WriteQuadProc that can handle any VertexSpec. It writes the 4 vertices in triangle strip
36 // order, although the data per-vertex is dependent on the VertexSpec.
write_quad_generic(VertexWriter * vb,const VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)37 void write_quad_generic(VertexWriter* vb,
38 const VertexSpec& spec,
39 const GrQuad* deviceQuad,
40 const GrQuad* localQuad,
41 const float coverage[4],
42 const SkPMColor4f& color,
43 const SkRect& geomSubset,
44 const SkRect& texSubset) {
45 static constexpr auto If = VertexWriter::If<float>;
46
47 SkASSERT(!spec.hasLocalCoords() || localQuad);
48
49 CoverageMode mode = spec.coverageMode();
50 for (int i = 0; i < 4; ++i) {
51 // save position, this is a float2 or float3 or float4 depending on the combination of
52 // perspective and coverage mode.
53 *vb << deviceQuad->x(i)
54 << deviceQuad->y(i)
55 << If(spec.deviceQuadType() == GrQuad::Type::kPerspective, deviceQuad->w(i))
56 << If(mode == CoverageMode::kWithPosition, coverage[i]);
57
58 // save color
59 if (spec.hasVertexColors()) {
60 bool wide = spec.colorType() == ColorType::kFloat;
61 *vb << GrVertexColor(color * (mode == CoverageMode::kWithColor ? coverage[i] : 1.f),
62 wide);
63 }
64
65 // save local position
66 if (spec.hasLocalCoords()) {
67 *vb << localQuad->x(i)
68 << localQuad->y(i)
69 << If(spec.localQuadType() == GrQuad::Type::kPerspective, localQuad->w(i));
70 }
71
72 // save the geometry subset
73 if (spec.requiresGeometrySubset()) {
74 *vb << geomSubset;
75 }
76
77 // save the texture subset
78 if (spec.hasSubset()) {
79 *vb << texSubset;
80 }
81 }
82 }
83
84 // Specialized WriteQuadProcs for particular VertexSpecs that show up frequently (determined
85 // experimentally through recorded GMs, SKPs, and SVGs, as well as SkiaRenderer's usage patterns):
86
87 // 2D (XY), no explicit coverage, vertex color, no locals, no geometry subset, no texture subsetn
88 // This represents simple, solid color or shader, non-AA (or AA with cov. as alpha) rects.
write_2d_color(VertexWriter * vb,const VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)89 void write_2d_color(VertexWriter* vb,
90 const VertexSpec& spec,
91 const GrQuad* deviceQuad,
92 const GrQuad* localQuad,
93 const float coverage[4],
94 const SkPMColor4f& color,
95 const SkRect& geomSubset,
96 const SkRect& texSubset) {
97 // Assert assumptions about VertexSpec
98 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
99 SkASSERT(!spec.hasLocalCoords());
100 SkASSERT(spec.coverageMode() == CoverageMode::kNone ||
101 spec.coverageMode() == CoverageMode::kWithColor);
102 SkASSERT(spec.hasVertexColors());
103 SkASSERT(!spec.requiresGeometrySubset());
104 SkASSERT(!spec.hasSubset());
105 // We don't assert that localQuad == nullptr, since it is possible for FillRectOp to
106 // accumulate local coords conservatively (paint not trivial), and then after analysis realize
107 // the processors don't need local coordinates.
108
109 bool wide = spec.colorType() == ColorType::kFloat;
110 for (int i = 0; i < 4; ++i) {
111 // If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
112 SkASSERT(spec.coverageMode() == CoverageMode::kWithColor || coverage[i] == 1.f);
113 *vb << deviceQuad->x(i)
114 << deviceQuad->y(i)
115 << GrVertexColor(color * coverage[i], wide);
116 }
117 }
118
119 // 2D (XY), no explicit coverage, UV locals, no color, no geometry subset, no texture subset
120 // This represents opaque, non AA, textured rects
write_2d_uv(VertexWriter * vb,const VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)121 void write_2d_uv(VertexWriter* vb,
122 const VertexSpec& spec,
123 const GrQuad* deviceQuad,
124 const GrQuad* localQuad,
125 const float coverage[4],
126 const SkPMColor4f& color,
127 const SkRect& geomSubset,
128 const SkRect& texSubset) {
129 // Assert assumptions about VertexSpec
130 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
131 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
132 SkASSERT(spec.coverageMode() == CoverageMode::kNone);
133 SkASSERT(!spec.hasVertexColors());
134 SkASSERT(!spec.requiresGeometrySubset());
135 SkASSERT(!spec.hasSubset());
136 SkASSERT(localQuad);
137
138 for (int i = 0; i < 4; ++i) {
139 *vb << deviceQuad->x(i)
140 << deviceQuad->y(i)
141 << localQuad->x(i)
142 << localQuad->y(i);
143 }
144 }
145
146 // 2D (XY), no explicit coverage, UV locals, vertex color, no geometry or texture subsets
147 // This represents transparent, non AA (or AA with cov. as alpha), textured rects
write_2d_color_uv(VertexWriter * vb,const VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)148 void write_2d_color_uv(VertexWriter* vb,
149 const VertexSpec& spec,
150 const GrQuad* deviceQuad,
151 const GrQuad* localQuad,
152 const float coverage[4],
153 const SkPMColor4f& color,
154 const SkRect& geomSubset,
155 const SkRect& texSubset) {
156 // Assert assumptions about VertexSpec
157 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
158 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
159 SkASSERT(spec.coverageMode() == CoverageMode::kNone ||
160 spec.coverageMode() == CoverageMode::kWithColor);
161 SkASSERT(spec.hasVertexColors());
162 SkASSERT(!spec.requiresGeometrySubset());
163 SkASSERT(!spec.hasSubset());
164 SkASSERT(localQuad);
165
166 bool wide = spec.colorType() == ColorType::kFloat;
167 for (int i = 0; i < 4; ++i) {
168 // If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
169 SkASSERT(spec.coverageMode() == CoverageMode::kWithColor || coverage[i] == 1.f);
170 *vb << deviceQuad->x(i)
171 << deviceQuad->y(i)
172 << GrVertexColor(color * coverage[i], wide)
173 << localQuad->x(i)
174 << localQuad->y(i);
175 }
176 }
177
178 // 2D (XY), explicit coverage, UV locals, no color, no geometry subset, no texture subset
179 // This represents opaque, AA, textured rects
write_2d_cov_uv(VertexWriter * vb,const VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)180 void write_2d_cov_uv(VertexWriter* vb,
181 const VertexSpec& spec,
182 const GrQuad* deviceQuad,
183 const GrQuad* localQuad,
184 const float coverage[4],
185 const SkPMColor4f& color,
186 const SkRect& geomSubset,
187 const SkRect& texSubset) {
188 // Assert assumptions about VertexSpec
189 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
190 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
191 SkASSERT(spec.coverageMode() == CoverageMode::kWithPosition);
192 SkASSERT(!spec.hasVertexColors());
193 SkASSERT(!spec.requiresGeometrySubset());
194 SkASSERT(!spec.hasSubset());
195 SkASSERT(localQuad);
196
197 for (int i = 0; i < 4; ++i) {
198 *vb << deviceQuad->x(i)
199 << deviceQuad->y(i)
200 << coverage[i]
201 << localQuad->x(i)
202 << localQuad->y(i);
203 }
204 }
205
206 // NOTE: The three _strict specializations below match the non-strict uv functions above, except
207 // that they also write the UV subset. These are included to benefit SkiaRenderer, which must make
208 // use of both fast and strict constrained subsets. When testing _strict was not that common across
209 // GMS, SKPs, and SVGs but we have little visibility into actual SkiaRenderer statistics. If
210 // SkiaRenderer can avoid subsets more, these 3 functions should probably be removed for simplicity.
211
212 // 2D (XY), no explicit coverage, UV locals, no color, tex subset but no geometry subset
213 // This represents opaque, non AA, textured rects with strict uv sampling
write_2d_uv_strict(VertexWriter * vb,const VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)214 void write_2d_uv_strict(VertexWriter* vb,
215 const VertexSpec& spec,
216 const GrQuad* deviceQuad,
217 const GrQuad* localQuad,
218 const float coverage[4],
219 const SkPMColor4f& color,
220 const SkRect& geomSubset,
221 const SkRect& texSubset) {
222 // Assert assumptions about VertexSpec
223 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
224 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
225 SkASSERT(spec.coverageMode() == CoverageMode::kNone);
226 SkASSERT(!spec.hasVertexColors());
227 SkASSERT(!spec.requiresGeometrySubset());
228 SkASSERT(spec.hasSubset());
229 SkASSERT(localQuad);
230
231 for (int i = 0; i < 4; ++i) {
232 *vb << deviceQuad->x(i)
233 << deviceQuad->y(i)
234 << localQuad->x(i)
235 << localQuad->y(i)
236 << texSubset;
237 }
238 }
239
240 // 2D (XY), no explicit coverage, UV locals, vertex color, tex subset but no geometry subset
241 // This represents transparent, non AA (or AA with cov. as alpha), textured rects with strict sample
write_2d_color_uv_strict(VertexWriter * vb,const VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)242 void write_2d_color_uv_strict(VertexWriter* vb,
243 const VertexSpec& spec,
244 const GrQuad* deviceQuad,
245 const GrQuad* localQuad,
246 const float coverage[4],
247 const SkPMColor4f& color,
248 const SkRect& geomSubset,
249 const SkRect& texSubset) {
250 // Assert assumptions about VertexSpec
251 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
252 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
253 SkASSERT(spec.coverageMode() == CoverageMode::kNone ||
254 spec.coverageMode() == CoverageMode::kWithColor);
255 SkASSERT(spec.hasVertexColors());
256 SkASSERT(!spec.requiresGeometrySubset());
257 SkASSERT(spec.hasSubset());
258 SkASSERT(localQuad);
259
260 bool wide = spec.colorType() == ColorType::kFloat;
261 for (int i = 0; i < 4; ++i) {
262 // If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
263 SkASSERT(spec.coverageMode() == CoverageMode::kWithColor || coverage[i] == 1.f);
264 *vb << deviceQuad->x(i)
265 << deviceQuad->y(i)
266 << GrVertexColor(color * coverage[i], wide)
267 << localQuad->x(i)
268 << localQuad->y(i)
269 << texSubset;
270 }
271 }
272
273 // 2D (XY), explicit coverage, UV locals, no color, tex subset but no geometry subset
274 // This represents opaque, AA, textured rects with strict uv sampling
write_2d_cov_uv_strict(VertexWriter * vb,const VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)275 void write_2d_cov_uv_strict(VertexWriter* vb,
276 const VertexSpec& spec,
277 const GrQuad* deviceQuad,
278 const GrQuad* localQuad,
279 const float coverage[4],
280 const SkPMColor4f& color,
281 const SkRect& geomSubset,
282 const SkRect& texSubset) {
283 // Assert assumptions about VertexSpec
284 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
285 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
286 SkASSERT(spec.coverageMode() == CoverageMode::kWithPosition);
287 SkASSERT(!spec.hasVertexColors());
288 SkASSERT(!spec.requiresGeometrySubset());
289 SkASSERT(spec.hasSubset());
290 SkASSERT(localQuad);
291
292 for (int i = 0; i < 4; ++i) {
293 *vb << deviceQuad->x(i)
294 << deviceQuad->y(i)
295 << coverage[i]
296 << localQuad->x(i)
297 << localQuad->y(i)
298 << texSubset;
299 }
300 }
301
302 } // anonymous namespace
303
CalcIndexBufferOption(GrAAType aa,int numQuads)304 IndexBufferOption CalcIndexBufferOption(GrAAType aa, int numQuads) {
305 if (aa == GrAAType::kCoverage) {
306 return IndexBufferOption::kPictureFramed;
307 } else if (numQuads > 1) {
308 return IndexBufferOption::kIndexedRects;
309 } else {
310 return IndexBufferOption::kTriStrips;
311 }
312 }
313
314 // This is a more elaborate version of fitsInBytes() that allows "no color" for white
MinColorType(SkPMColor4f color)315 ColorType MinColorType(SkPMColor4f color) {
316 if (color == SK_PMColor4fWHITE) {
317 return ColorType::kNone;
318 } else {
319 return color.fitsInBytes() ? ColorType::kByte : ColorType::kFloat;
320 }
321 }
322
323 ////////////////// Tessellator Implementation
324
GetWriteQuadProc(const VertexSpec & spec)325 Tessellator::WriteQuadProc Tessellator::GetWriteQuadProc(const VertexSpec& spec) {
326 // All specialized writing functions requires 2D geometry and no geometry subset. This is not
327 // the same as just checking device type vs. kRectilinear since non-AA general 2D quads do not
328 // require a geometry subset and could then go through a fast path.
329 if (spec.deviceQuadType() != GrQuad::Type::kPerspective && !spec.requiresGeometrySubset()) {
330 CoverageMode mode = spec.coverageMode();
331 if (spec.hasVertexColors()) {
332 if (mode != CoverageMode::kWithPosition) {
333 // Vertex colors, but no explicit coverage
334 if (!spec.hasLocalCoords()) {
335 // Non-UV with vertex colors (possibly with coverage folded into alpha)
336 return write_2d_color;
337 } else if (spec.localQuadType() != GrQuad::Type::kPerspective) {
338 // UV locals with vertex colors (possibly with coverage-as-alpha)
339 return spec.hasSubset() ? write_2d_color_uv_strict : write_2d_color_uv;
340 }
341 }
342 // Else fall through; this is a spec that requires vertex colors and explicit coverage,
343 // which means it's anti-aliased and the FPs don't support coverage as alpha, or
344 // it uses 3D local coordinates.
345 } else if (spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective) {
346 if (mode == CoverageMode::kWithPosition) {
347 // UV locals with explicit coverage
348 return spec.hasSubset() ? write_2d_cov_uv_strict : write_2d_cov_uv;
349 } else {
350 SkASSERT(mode == CoverageMode::kNone);
351 return spec.hasSubset() ? write_2d_uv_strict : write_2d_uv;
352 }
353 }
354 // Else fall through to generic vertex function; this is a spec that has no vertex colors
355 // and [no|uvr] local coords, which doesn't happen often enough to warrant specialization.
356 }
357
358 // Arbitrary spec hits the slow path
359 return write_quad_generic;
360 }
361
Tessellator(const VertexSpec & spec,char * vertices)362 Tessellator::Tessellator(const VertexSpec& spec, char* vertices)
363 : fVertexSpec(spec)
364 , fVertexWriter{vertices}
365 , fWriteProc(Tessellator::GetWriteQuadProc(spec)) {}
366
append(GrQuad * deviceQuad,GrQuad * localQuad,const SkPMColor4f & color,const SkRect & uvSubset,GrQuadAAFlags aaFlags)367 void Tessellator::append(GrQuad* deviceQuad, GrQuad* localQuad,
368 const SkPMColor4f& color, const SkRect& uvSubset, GrQuadAAFlags aaFlags) {
369 // We allow Tessellator to be created with a null vertices pointer for convenience, but it is
370 // assumed it will never actually be used in those cases.
371 SkASSERT(fVertexWriter);
372 SkASSERT(deviceQuad->quadType() <= fVertexSpec.deviceQuadType());
373 SkASSERT(localQuad || !fVertexSpec.hasLocalCoords());
374 SkASSERT(!fVertexSpec.hasLocalCoords() || localQuad->quadType() <= fVertexSpec.localQuadType());
375
376 static const float kFullCoverage[4] = {1.f, 1.f, 1.f, 1.f};
377 static const float kZeroCoverage[4] = {0.f, 0.f, 0.f, 0.f};
378 static const SkRect kIgnoredSubset = SkRect::MakeEmpty();
379
380 if (fVertexSpec.usesCoverageAA()) {
381 SkASSERT(fVertexSpec.coverageMode() == CoverageMode::kWithColor ||
382 fVertexSpec.coverageMode() == CoverageMode::kWithPosition);
383 // Must calculate inner and outer quadrilaterals for the vertex coverage ramps, and possibly
384 // a geometry subset if corners are not right angles
385 SkRect geomSubset;
386 if (fVertexSpec.requiresGeometrySubset()) {
387 #ifdef SK_USE_LEGACY_AA_QUAD_SUBSET
388 geomSubset = deviceQuad->bounds();
389 geomSubset.outset(0.5f, 0.5f); // account for AA expansion
390 #else
391 // Our GP code expects a 0.5 outset rect (coverage is computed as 0 at the values of
392 // the uniform). However, if we have quad edges that aren't supposed to be antialiased
393 // they may lie close to the bounds. So in that case we outset by an additional 0.5.
394 // This is a sort of backup clipping mechanism for cases where quad outsetting of nearly
395 // parallel edges produces long thin extrusions from the original geometry.
396 float outset = aaFlags == GrQuadAAFlags::kAll ? 0.5f : 1.f;
397 geomSubset = deviceQuad->bounds().makeOutset(outset, outset);
398 #endif
399 }
400
401 if (aaFlags == GrQuadAAFlags::kNone) {
402 // Have to write the coverage AA vertex structure, but there's no math to be done for a
403 // non-aa quad batched into a coverage AA op.
404 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kFullCoverage, color,
405 geomSubset, uvSubset);
406 // Since we pass the same corners in, the outer vertex structure will have 0 area and
407 // the coverage interpolation from 1 to 0 will not be visible.
408 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kZeroCoverage, color,
409 geomSubset, uvSubset);
410 } else {
411 // Reset the tessellation helper to match the current geometry
412 fAAHelper.reset(*deviceQuad, localQuad);
413
414 // Edge inset/outset distance ordered LBTR, set to 0.5 for a half pixel if the AA flag
415 // is turned on, or 0.0 if the edge is not anti-aliased.
416 skvx::Vec<4, float> edgeDistances;
417 if (aaFlags == GrQuadAAFlags::kAll) {
418 edgeDistances = 0.5f;
419 } else {
420 edgeDistances = { (aaFlags & GrQuadAAFlags::kLeft) ? 0.5f : 0.f,
421 (aaFlags & GrQuadAAFlags::kBottom) ? 0.5f : 0.f,
422 (aaFlags & GrQuadAAFlags::kTop) ? 0.5f : 0.f,
423 (aaFlags & GrQuadAAFlags::kRight) ? 0.5f : 0.f };
424 }
425
426 // Write inner vertices first
427 float coverage[4];
428 fAAHelper.inset(edgeDistances, deviceQuad, localQuad).store(coverage);
429 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, coverage, color,
430 geomSubset, uvSubset);
431
432 // Then outer vertices, which use 0.f for their coverage. If the inset was degenerate
433 // to a line (had all coverages < 1), tweak the outset distance so the outer frame's
434 // narrow axis reaches out to 2px, which gives better animation under translation.
435 const bool hairline = aaFlags == GrQuadAAFlags::kAll &&
436 coverage[0] < 1.f &&
437 coverage[1] < 1.f &&
438 coverage[2] < 1.f &&
439 coverage[3] < 1.f;
440 if (hairline) {
441 skvx::Vec<4, float> len = fAAHelper.getEdgeLengths();
442 // Using max guards us against trying to scale a degenerate triangle edge of 0 len
443 // up to 2px. The shuffles are so that edge 0's adjustment is based on the lengths
444 // of its connecting edges (1 and 2), and so forth.
445 skvx::Vec<4, float> maxWH = max(skvx::shuffle<1, 0, 3, 2>(len),
446 skvx::shuffle<2, 3, 0, 1>(len));
447 // wh + 2e' = 2, so e' = (2 - wh) / 2 => e' = e * (2 - wh). But if w or h > 1, then
448 // 2 - wh < 1 and represents the non-narrow axis so clamp to 1.
449 edgeDistances *= max(1.f, 2.f - maxWH);
450 }
451 fAAHelper.outset(edgeDistances, deviceQuad, localQuad);
452 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kZeroCoverage, color,
453 geomSubset, uvSubset);
454 }
455 } else {
456 // No outsetting needed, just write a single quad with full coverage
457 SkASSERT(fVertexSpec.coverageMode() == CoverageMode::kNone &&
458 !fVertexSpec.requiresGeometrySubset());
459 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kFullCoverage, color,
460 kIgnoredSubset, uvSubset);
461 }
462 }
463
GetIndexBuffer(GrMeshDrawTarget * target,IndexBufferOption indexBufferOption)464 sk_sp<const GrBuffer> GetIndexBuffer(GrMeshDrawTarget* target,
465 IndexBufferOption indexBufferOption) {
466 auto resourceProvider = target->resourceProvider();
467
468 switch (indexBufferOption) {
469 case IndexBufferOption::kPictureFramed: return resourceProvider->refAAQuadIndexBuffer();
470 case IndexBufferOption::kIndexedRects: return resourceProvider->refNonAAQuadIndexBuffer();
471 case IndexBufferOption::kTriStrips: // fall through
472 default: return nullptr;
473 }
474 }
475
QuadLimit(IndexBufferOption option)476 int QuadLimit(IndexBufferOption option) {
477 switch (option) {
478 case IndexBufferOption::kPictureFramed: return GrResourceProvider::MaxNumAAQuads();
479 case IndexBufferOption::kIndexedRects: return GrResourceProvider::MaxNumNonAAQuads();
480 case IndexBufferOption::kTriStrips: return SK_MaxS32; // not limited by an indexBuffer
481 }
482
483 SkUNREACHABLE;
484 }
485
IssueDraw(const GrCaps & caps,GrOpsRenderPass * renderPass,const VertexSpec & spec,int runningQuadCount,int quadsInDraw,int maxVerts,int absVertBufferOffset)486 void IssueDraw(const GrCaps& caps, GrOpsRenderPass* renderPass, const VertexSpec& spec,
487 int runningQuadCount, int quadsInDraw, int maxVerts, int absVertBufferOffset) {
488 if (spec.indexBufferOption() == IndexBufferOption::kTriStrips) {
489 int offset = absVertBufferOffset +
490 runningQuadCount * GrResourceProvider::NumVertsPerNonAAQuad();
491 renderPass->draw(4, offset);
492 return;
493 }
494
495 SkASSERT(spec.indexBufferOption() == IndexBufferOption::kPictureFramed ||
496 spec.indexBufferOption() == IndexBufferOption::kIndexedRects);
497
498 int maxNumQuads, numIndicesPerQuad, numVertsPerQuad;
499
500 if (spec.indexBufferOption() == IndexBufferOption::kPictureFramed) {
501 // AA uses 8 vertices and 30 indices per quad, basically nested rectangles
502 maxNumQuads = GrResourceProvider::MaxNumAAQuads();
503 numIndicesPerQuad = GrResourceProvider::NumIndicesPerAAQuad();
504 numVertsPerQuad = GrResourceProvider::NumVertsPerAAQuad();
505 } else {
506 // Non-AA uses 4 vertices and 6 indices per quad
507 maxNumQuads = GrResourceProvider::MaxNumNonAAQuads();
508 numIndicesPerQuad = GrResourceProvider::NumIndicesPerNonAAQuad();
509 numVertsPerQuad = GrResourceProvider::NumVertsPerNonAAQuad();
510 }
511
512 SkASSERT(runningQuadCount + quadsInDraw <= maxNumQuads);
513
514 if (caps.avoidLargeIndexBufferDraws()) {
515 // When we need to avoid large index buffer draws we modify the base vertex of the draw
516 // which, in GL, requires rebinding all vertex attrib arrays, so a base index is generally
517 // preferred.
518 int offset = absVertBufferOffset + runningQuadCount * numVertsPerQuad;
519
520 renderPass->drawIndexPattern(numIndicesPerQuad, quadsInDraw, maxNumQuads, numVertsPerQuad,
521 offset);
522 } else {
523 int baseIndex = runningQuadCount * numIndicesPerQuad;
524 int numIndicesToDraw = quadsInDraw * numIndicesPerQuad;
525
526 int minVertex = runningQuadCount * numVertsPerQuad;
527 int maxVertex = (runningQuadCount + quadsInDraw) * numVertsPerQuad - 1; // inclusive
528
529 renderPass->drawIndexed(numIndicesToDraw, baseIndex, minVertex, maxVertex,
530 absVertBufferOffset);
531 }
532 }
533
534 ////////////////// VertexSpec Implementation
535
deviceDimensionality() const536 int VertexSpec::deviceDimensionality() const {
537 return this->deviceQuadType() == GrQuad::Type::kPerspective ? 3 : 2;
538 }
539
localDimensionality() const540 int VertexSpec::localDimensionality() const {
541 return fHasLocalCoords ? (this->localQuadType() == GrQuad::Type::kPerspective ? 3 : 2) : 0;
542 }
543
coverageMode() const544 CoverageMode VertexSpec::coverageMode() const {
545 if (this->usesCoverageAA()) {
546 if (this->compatibleWithCoverageAsAlpha() && this->hasVertexColors() &&
547 !this->requiresGeometrySubset()) {
548 // Using a geometric subset acts as a second source of coverage and folding
549 // the original coverage into color makes it impossible to apply the color's
550 // alpha to the geometric subset's coverage when the original shape is clipped.
551 return CoverageMode::kWithColor;
552 } else {
553 return CoverageMode::kWithPosition;
554 }
555 } else {
556 return CoverageMode::kNone;
557 }
558 }
559
560 // This needs to stay in sync w/ QuadPerEdgeAAGeometryProcessor::initializeAttrs
vertexSize() const561 size_t VertexSpec::vertexSize() const {
562 bool needsPerspective = (this->deviceDimensionality() == 3);
563 CoverageMode coverageMode = this->coverageMode();
564
565 size_t count = 0;
566
567 if (coverageMode == CoverageMode::kWithPosition) {
568 if (needsPerspective) {
569 count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
570 } else {
571 count += GrVertexAttribTypeSize(kFloat2_GrVertexAttribType) +
572 GrVertexAttribTypeSize(kFloat_GrVertexAttribType);
573 }
574 } else {
575 if (needsPerspective) {
576 count += GrVertexAttribTypeSize(kFloat3_GrVertexAttribType);
577 } else {
578 count += GrVertexAttribTypeSize(kFloat2_GrVertexAttribType);
579 }
580 }
581
582 if (this->requiresGeometrySubset()) {
583 count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
584 }
585
586 count += this->localDimensionality() * GrVertexAttribTypeSize(kFloat_GrVertexAttribType);
587
588 if (ColorType::kByte == this->colorType()) {
589 count += GrVertexAttribTypeSize(kUByte4_norm_GrVertexAttribType);
590 } else if (ColorType::kFloat == this->colorType()) {
591 count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
592 }
593
594 if (this->hasSubset()) {
595 count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
596 }
597
598 return count;
599 }
600
601 ////////////////// Geometry Processor Implementation
602
603 class QuadPerEdgeAAGeometryProcessor : public GrGeometryProcessor {
604 public:
Make(SkArenaAlloc * arena,const VertexSpec & spec)605 static GrGeometryProcessor* Make(SkArenaAlloc* arena, const VertexSpec& spec) {
606 return arena->make([&](void* ptr) {
607 return new (ptr) QuadPerEdgeAAGeometryProcessor(spec);
608 });
609 }
610
Make(SkArenaAlloc * arena,const VertexSpec & vertexSpec,const GrShaderCaps & caps,const GrBackendFormat & backendFormat,GrSamplerState samplerState,const GrSwizzle & swizzle,sk_sp<GrColorSpaceXform> textureColorSpaceXform,Saturate saturate)611 static GrGeometryProcessor* Make(SkArenaAlloc* arena,
612 const VertexSpec& vertexSpec,
613 const GrShaderCaps& caps,
614 const GrBackendFormat& backendFormat,
615 GrSamplerState samplerState,
616 const GrSwizzle& swizzle,
617 sk_sp<GrColorSpaceXform> textureColorSpaceXform,
618 Saturate saturate) {
619 return arena->make([&](void* ptr) {
620 return new (ptr) QuadPerEdgeAAGeometryProcessor(
621 vertexSpec, caps, backendFormat, samplerState, swizzle,
622 std::move(textureColorSpaceXform), saturate);
623 });
624 }
625
name() const626 const char* name() const override { return "QuadPerEdgeAAGeometryProcessor"; }
627
addToKey(const GrShaderCaps &,GrProcessorKeyBuilder * b) const628 void addToKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override {
629 // texturing, device-dimensions are single bit flags
630 b->addBool(fTexSubset.isInitialized(), "subset");
631 b->addBool(fSampler.isInitialized(), "textured");
632 b->addBool(fNeedsPerspective, "perspective");
633 b->addBool((fSaturate == Saturate::kYes), "saturate");
634
635 b->addBool(fLocalCoord.isInitialized(), "hasLocalCoords");
636 if (fLocalCoord.isInitialized()) {
637 // 2D (0) or 3D (1)
638 b->addBits(1, (kFloat3_GrVertexAttribType == fLocalCoord.cpuType()), "localCoordsType");
639 }
640 b->addBool(fColor.isInitialized(), "hasColor");
641 if (fColor.isInitialized()) {
642 // bytes (0) or floats (1)
643 b->addBits(1, (kFloat4_GrVertexAttribType == fColor.cpuType()), "colorType");
644 }
645 // and coverage mode, 00 for none, 01 for withposition, 10 for withcolor, 11 for
646 // position+geomsubset
647 uint32_t coverageKey = 0;
648 SkASSERT(!fGeomSubset.isInitialized() || fCoverageMode == CoverageMode::kWithPosition);
649 if (fCoverageMode != CoverageMode::kNone) {
650 coverageKey = fGeomSubset.isInitialized()
651 ? 0x3
652 : (CoverageMode::kWithPosition == fCoverageMode ? 0x1 : 0x2);
653 }
654 b->addBits(2, coverageKey, "coverageMode");
655
656 b->add32(GrColorSpaceXform::XformKey(fTextureColorSpaceXform.get()), "colorSpaceXform");
657 }
658
makeProgramImpl(const GrShaderCaps &) const659 std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const override {
660 class Impl : public ProgramImpl {
661 public:
662 void setData(const GrGLSLProgramDataManager& pdman,
663 const GrShaderCaps&,
664 const GrGeometryProcessor& geomProc) override {
665 const auto& gp = geomProc.cast<QuadPerEdgeAAGeometryProcessor>();
666 fTextureColorSpaceXformHelper.setData(pdman, gp.fTextureColorSpaceXform.get());
667 }
668
669 private:
670 void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
671 using Interpolation = GrGLSLVaryingHandler::Interpolation;
672
673 const auto& gp = args.fGeomProc.cast<QuadPerEdgeAAGeometryProcessor>();
674 fTextureColorSpaceXformHelper.emitCode(args.fUniformHandler,
675 gp.fTextureColorSpaceXform.get());
676
677 args.fVaryingHandler->emitAttributes(gp);
678
679 if (gp.fCoverageMode == CoverageMode::kWithPosition) {
680 // Strip last channel from the vertex attribute to remove coverage and get the
681 // actual position
682 if (gp.fNeedsPerspective) {
683 args.fVertBuilder->codeAppendf("float3 position = %s.xyz;",
684 gp.fPosition.name());
685 } else {
686 args.fVertBuilder->codeAppendf("float2 position = %s.xy;",
687 gp.fPosition.name());
688 }
689 gpArgs->fPositionVar = {"position",
690 gp.fNeedsPerspective ? kFloat3_GrSLType
691 : kFloat2_GrSLType,
692 GrShaderVar::TypeModifier::None};
693 } else {
694 // No coverage to eliminate
695 gpArgs->fPositionVar = gp.fPosition.asShaderVar();
696 }
697
698 // This attribute will be uninitialized if earlier FP analysis determined no
699 // local coordinates are needed (and this will not include the inline texture
700 // fetch this GP does before invoking FPs).
701 gpArgs->fLocalCoordVar = gp.fLocalCoord.asShaderVar();
702
703 // Solid color before any texturing gets modulated in
704 const char* blendDst;
705 if (gp.fColor.isInitialized()) {
706 SkASSERT(gp.fCoverageMode != CoverageMode::kWithColor || !gp.fNeedsPerspective);
707 // The color cannot be flat if the varying coverage has been modulated into it
708 args.fFragBuilder->codeAppendf("half4 %s;", args.fOutputColor);
709 args.fVaryingHandler->addPassThroughAttribute(
710 gp.fColor.asShaderVar(),
711 args.fOutputColor,
712 gp.fCoverageMode == CoverageMode::kWithColor
713 ? Interpolation::kInterpolated
714 : Interpolation::kCanBeFlat);
715 blendDst = args.fOutputColor;
716 } else {
717 // Output color must be initialized to something
718 args.fFragBuilder->codeAppendf("half4 %s = half4(1);", args.fOutputColor);
719 blendDst = nullptr;
720 }
721
722 // If there is a texture, must also handle texture coordinates and reading from
723 // the texture in the fragment shader before continuing to fragment processors.
724 if (gp.fSampler.isInitialized()) {
725 // Texture coordinates clamped by the subset on the fragment shader; if the GP
726 // has a texture, it's guaranteed to have local coordinates
727 args.fFragBuilder->codeAppend("float2 texCoord;");
728 if (gp.fLocalCoord.cpuType() == kFloat3_GrVertexAttribType) {
729 // Can't do a pass through since we need to perform perspective division
730 GrGLSLVarying v(gp.fLocalCoord.gpuType());
731 args.fVaryingHandler->addVarying(gp.fLocalCoord.name(), &v);
732 args.fVertBuilder->codeAppendf("%s = %s;",
733 v.vsOut(), gp.fLocalCoord.name());
734 args.fFragBuilder->codeAppendf("texCoord = %s.xy / %s.z;",
735 v.fsIn(), v.fsIn());
736 } else {
737 args.fVaryingHandler->addPassThroughAttribute(gp.fLocalCoord.asShaderVar(),
738 "texCoord");
739 }
740
741 // Clamp the now 2D localCoordName variable by the subset if it is provided
742 if (gp.fTexSubset.isInitialized()) {
743 args.fFragBuilder->codeAppend("float4 subset;");
744 args.fVaryingHandler->addPassThroughAttribute(gp.fTexSubset.asShaderVar(),
745 "subset",
746 Interpolation::kCanBeFlat);
747 args.fFragBuilder->codeAppend(
748 "texCoord = clamp(texCoord, subset.LT, subset.RB);");
749 }
750
751 // Now modulate the starting output color by the texture lookup
752 args.fFragBuilder->codeAppendf(
753 "%s = %s(",
754 args.fOutputColor,
755 (gp.fSaturate == Saturate::kYes) ? "saturate" : "");
756 args.fFragBuilder->appendTextureLookupAndBlend(
757 blendDst, SkBlendMode::kModulate, args.fTexSamplers[0],
758 "texCoord", &fTextureColorSpaceXformHelper);
759 args.fFragBuilder->codeAppend(");");
760 } else {
761 // Saturate is only intended for use with a proxy to account for the fact
762 // that TextureOp skips SkPaint conversion, which normally handles this.
763 SkASSERT(gp.fSaturate == Saturate::kNo);
764 }
765
766 // And lastly, output the coverage calculation code
767 if (gp.fCoverageMode == CoverageMode::kWithPosition) {
768 GrGLSLVarying coverage(kFloat_GrSLType);
769 args.fVaryingHandler->addVarying("coverage", &coverage);
770 if (gp.fNeedsPerspective) {
771 // Multiply by "W" in the vertex shader, then by 1/w (sk_FragCoord.w) in
772 // the fragment shader to get screen-space linear coverage.
773 args.fVertBuilder->codeAppendf("%s = %s.w * %s.z;",
774 coverage.vsOut(), gp.fPosition.name(),
775 gp.fPosition.name());
776 args.fFragBuilder->codeAppendf("float coverage = %s * sk_FragCoord.w;",
777 coverage.fsIn());
778 } else {
779 args.fVertBuilder->codeAppendf("%s = %s;",
780 coverage.vsOut(), gp.fCoverage.name());
781 args.fFragBuilder->codeAppendf("float coverage = %s;", coverage.fsIn());
782 }
783
784 if (gp.fGeomSubset.isInitialized()) {
785 // Calculate distance from sk_FragCoord to the 4 edges of the subset
786 // and clamp them to (0, 1). Use the minimum of these and the original
787 // coverage. This only has to be done in the exterior triangles, the
788 // interior of the quad geometry can never be clipped by the subset box.
789 args.fFragBuilder->codeAppend("float4 geoSubset;");
790 args.fVaryingHandler->addPassThroughAttribute(gp.fGeomSubset.asShaderVar(),
791 "geoSubset",
792 Interpolation::kCanBeFlat);
793 #ifdef SK_USE_LEGACY_AA_QUAD_SUBSET
794 args.fFragBuilder->codeAppend(
795 "if (coverage < 0.5) {"
796 " float4 dists4 = clamp(float4(1, 1, -1, -1) * "
797 "(sk_FragCoord.xyxy - geoSubset), 0, 1);"
798 " float2 dists2 = dists4.xy * dists4.zw;"
799 " coverage = min(coverage, dists2.x * dists2.y);"
800 "}");
801 #else
802 args.fFragBuilder->codeAppend(
803 // This is lifted from GrAARectEffect. It'd be nice if we could
804 // invoke a FP from a GP rather than duplicate this code.
805 "half4 dists4 = clamp(half4(1, 1, -1, -1) * "
806 "half4(sk_FragCoord.xyxy - geoSubset), 0, 1);\n"
807 "half2 dists2 = dists4.xy + dists4.zw - 1;\n"
808 "half subsetCoverage = dists2.x * dists2.y;\n"
809 "coverage = min(coverage, subsetCoverage);");
810 #endif
811 }
812
813 args.fFragBuilder->codeAppendf("half4 %s = half4(half(coverage));",
814 args.fOutputCoverage);
815 } else {
816 // Set coverage to 1, since it's either non-AA or the coverage was already
817 // folded into the output color
818 SkASSERT(!gp.fGeomSubset.isInitialized());
819 args.fFragBuilder->codeAppendf("const half4 %s = half4(1);",
820 args.fOutputCoverage);
821 }
822 }
823
824 GrGLSLColorSpaceXformHelper fTextureColorSpaceXformHelper;
825 };
826
827 return std::make_unique<Impl>();
828 }
829
830 private:
831 using Saturate = skgpu::v1::TextureOp::Saturate;
832
QuadPerEdgeAAGeometryProcessor(const VertexSpec & spec)833 QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec)
834 : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
835 , fTextureColorSpaceXform(nullptr) {
836 SkASSERT(!spec.hasSubset());
837 this->initializeAttrs(spec);
838 this->setTextureSamplerCnt(0);
839 }
840
QuadPerEdgeAAGeometryProcessor(const VertexSpec & spec,const GrShaderCaps & caps,const GrBackendFormat & backendFormat,GrSamplerState samplerState,const GrSwizzle & swizzle,sk_sp<GrColorSpaceXform> textureColorSpaceXform,Saturate saturate)841 QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec,
842 const GrShaderCaps& caps,
843 const GrBackendFormat& backendFormat,
844 GrSamplerState samplerState,
845 const GrSwizzle& swizzle,
846 sk_sp<GrColorSpaceXform> textureColorSpaceXform,
847 Saturate saturate)
848 : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
849 , fSaturate(saturate)
850 , fTextureColorSpaceXform(std::move(textureColorSpaceXform))
851 , fSampler(samplerState, backendFormat, swizzle) {
852 SkASSERT(spec.hasLocalCoords());
853 this->initializeAttrs(spec);
854 this->setTextureSamplerCnt(1);
855 }
856
857 // This needs to stay in sync w/ VertexSpec::vertexSize
initializeAttrs(const VertexSpec & spec)858 void initializeAttrs(const VertexSpec& spec) {
859 fNeedsPerspective = spec.deviceDimensionality() == 3;
860 fCoverageMode = spec.coverageMode();
861
862 if (fCoverageMode == CoverageMode::kWithPosition) {
863 if (fNeedsPerspective) {
864 fPosition = {"positionWithCoverage", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
865 } else {
866 fPosition = {"position", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
867 fCoverage = {"coverage", kFloat_GrVertexAttribType, kFloat_GrSLType};
868 }
869 } else {
870 if (fNeedsPerspective) {
871 fPosition = {"position", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
872 } else {
873 fPosition = {"position", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
874 }
875 }
876
877 // Need a geometry subset when the quads are AA and not rectilinear, since their AA
878 // outsetting can go beyond a half pixel.
879 if (spec.requiresGeometrySubset()) {
880 fGeomSubset = {"geomSubset", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
881 }
882
883 int localDim = spec.localDimensionality();
884 if (localDim == 3) {
885 fLocalCoord = {"localCoord", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
886 } else if (localDim == 2) {
887 fLocalCoord = {"localCoord", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
888 } // else localDim == 0 and attribute remains uninitialized
889
890 if (spec.hasVertexColors()) {
891 fColor = MakeColorAttribute("color", ColorType::kFloat == spec.colorType());
892 }
893
894 if (spec.hasSubset()) {
895 fTexSubset = {"texSubset", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
896 }
897
898 this->setVertexAttributes(&fPosition, 6);
899 }
900
onTextureSampler(int) const901 const TextureSampler& onTextureSampler(int) const override { return fSampler; }
902
903 Attribute fPosition; // May contain coverage as last channel
904 Attribute fCoverage; // Used for non-perspective position to avoid Intel Metal issues
905 Attribute fColor; // May have coverage modulated in if the FPs support it
906 Attribute fLocalCoord;
907 Attribute fGeomSubset; // Screen-space bounding box on geometry+aa outset
908 Attribute fTexSubset; // Texture-space bounding box on local coords
909
910 // The positions attribute may have coverage built into it, so float3 is an ambiguous type
911 // and may mean 2d with coverage, or 3d with no coverage
912 bool fNeedsPerspective;
913 // Should saturate() be called on the color? Only relevant when created with a texture.
914 Saturate fSaturate = Saturate::kNo;
915 CoverageMode fCoverageMode;
916
917 // Color space will be null and fSampler.isInitialized() returns false when the GP is configured
918 // to skip texturing.
919 sk_sp<GrColorSpaceXform> fTextureColorSpaceXform;
920 TextureSampler fSampler;
921
922 using INHERITED = GrGeometryProcessor;
923 };
924
MakeProcessor(SkArenaAlloc * arena,const VertexSpec & spec)925 GrGeometryProcessor* MakeProcessor(SkArenaAlloc* arena, const VertexSpec& spec) {
926 return QuadPerEdgeAAGeometryProcessor::Make(arena, spec);
927 }
928
MakeTexturedProcessor(SkArenaAlloc * arena,const VertexSpec & spec,const GrShaderCaps & caps,const GrBackendFormat & backendFormat,GrSamplerState samplerState,const GrSwizzle & swizzle,sk_sp<GrColorSpaceXform> textureColorSpaceXform,Saturate saturate)929 GrGeometryProcessor* MakeTexturedProcessor(SkArenaAlloc* arena,
930 const VertexSpec& spec,
931 const GrShaderCaps& caps,
932 const GrBackendFormat& backendFormat,
933 GrSamplerState samplerState,
934 const GrSwizzle& swizzle,
935 sk_sp<GrColorSpaceXform> textureColorSpaceXform,
936 Saturate saturate) {
937 return QuadPerEdgeAAGeometryProcessor::Make(arena, spec, caps, backendFormat, samplerState,
938 swizzle, std::move(textureColorSpaceXform),
939 saturate);
940 }
941
942 } // namespace skgpu::v1::QuadPerEdgeAA
943