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/GrQuadPerEdgeAA.h"
9
10 #include "include/private/SkVx.h"
11 #include "src/gpu/SkGr.h"
12 #include "src/gpu/geometry/GrQuadUtils.h"
13 #include "src/gpu/glsl/GrGLSLColorSpaceXformHelper.h"
14 #include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
15 #include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
16 #include "src/gpu/glsl/GrGLSLVarying.h"
17 #include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
18
19 static_assert((int)GrQuadAAFlags::kLeft == SkCanvas::kLeft_QuadAAFlag);
20 static_assert((int)GrQuadAAFlags::kTop == SkCanvas::kTop_QuadAAFlag);
21 static_assert((int)GrQuadAAFlags::kRight == SkCanvas::kRight_QuadAAFlag);
22 static_assert((int)GrQuadAAFlags::kBottom == SkCanvas::kBottom_QuadAAFlag);
23 static_assert((int)GrQuadAAFlags::kNone == SkCanvas::kNone_QuadAAFlags);
24 static_assert((int)GrQuadAAFlags::kAll == SkCanvas::kAll_QuadAAFlags);
25
26 namespace {
27
28 // Generic WriteQuadProc that can handle any VertexSpec. It writes the 4 vertices in triangle strip
29 // order, although the data per-vertex is dependent on the VertexSpec.
write_quad_generic(GrVertexWriter * vb,const GrQuadPerEdgeAA::VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)30 static void write_quad_generic(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec,
31 const GrQuad* deviceQuad, const GrQuad* localQuad,
32 const float coverage[4], const SkPMColor4f& color,
33 const SkRect& geomSubset, const SkRect& texSubset) {
34 static constexpr auto If = GrVertexWriter::If<float>;
35
36 SkASSERT(!spec.hasLocalCoords() || localQuad);
37
38 GrQuadPerEdgeAA::CoverageMode mode = spec.coverageMode();
39 for (int i = 0; i < 4; ++i) {
40 // save position, this is a float2 or float3 or float4 depending on the combination of
41 // perspective and coverage mode.
42 vb->write(deviceQuad->x(i), deviceQuad->y(i),
43 If(spec.deviceQuadType() == GrQuad::Type::kPerspective, deviceQuad->w(i)),
44 If(mode == GrQuadPerEdgeAA::CoverageMode::kWithPosition, coverage[i]));
45
46 // save color
47 if (spec.hasVertexColors()) {
48 bool wide = spec.colorType() == GrQuadPerEdgeAA::ColorType::kFloat;
49 vb->write(GrVertexColor(
50 color * (mode == GrQuadPerEdgeAA::CoverageMode::kWithColor ? coverage[i] : 1.f),
51 wide));
52 }
53
54 // save local position
55 if (spec.hasLocalCoords()) {
56 vb->write(localQuad->x(i), localQuad->y(i),
57 If(spec.localQuadType() == GrQuad::Type::kPerspective, localQuad->w(i)));
58 }
59
60 // save the geometry subset
61 if (spec.requiresGeometrySubset()) {
62 vb->write(geomSubset);
63 }
64
65 // save the texture subset
66 if (spec.hasSubset()) {
67 vb->write(texSubset);
68 }
69 }
70 }
71
72 // Specialized WriteQuadProcs for particular VertexSpecs that show up frequently (determined
73 // experimentally through recorded GMs, SKPs, and SVGs, as well as SkiaRenderer's usage patterns):
74
75 // 2D (XY), no explicit coverage, vertex color, no locals, no geometry subset, no texture subsetn
76 // This represents simple, solid color or shader, non-AA (or AA with cov. as alpha) rects.
write_2d_color(GrVertexWriter * vb,const GrQuadPerEdgeAA::VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)77 static void write_2d_color(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec,
78 const GrQuad* deviceQuad, const GrQuad* localQuad,
79 const float coverage[4], const SkPMColor4f& color,
80 const SkRect& geomSubset, const SkRect& texSubset) {
81 // Assert assumptions about VertexSpec
82 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
83 SkASSERT(!spec.hasLocalCoords());
84 SkASSERT(spec.coverageMode() == GrQuadPerEdgeAA::CoverageMode::kNone ||
85 spec.coverageMode() == GrQuadPerEdgeAA::CoverageMode::kWithColor);
86 SkASSERT(spec.hasVertexColors());
87 SkASSERT(!spec.requiresGeometrySubset());
88 SkASSERT(!spec.hasSubset());
89 // We don't assert that localQuad == nullptr, since it is possible for GrFillRectOp to
90 // accumulate local coords conservatively (paint not trivial), and then after analysis realize
91 // the processors don't need local coordinates.
92
93 bool wide = spec.colorType() == GrQuadPerEdgeAA::ColorType::kFloat;
94 for (int i = 0; i < 4; ++i) {
95 // If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
96 SkASSERT(spec.coverageMode() == GrQuadPerEdgeAA::CoverageMode::kWithColor ||
97 coverage[i] == 1.f);
98 vb->write(deviceQuad->x(i), deviceQuad->y(i), GrVertexColor(color * coverage[i], wide));
99 }
100 }
101
102 // 2D (XY), no explicit coverage, UV locals, no color, no geometry subset, no texture subset
103 // This represents opaque, non AA, textured rects
write_2d_uv(GrVertexWriter * vb,const GrQuadPerEdgeAA::VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)104 static void write_2d_uv(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec,
105 const GrQuad* deviceQuad, const GrQuad* localQuad,
106 const float coverage[4], const SkPMColor4f& color,
107 const SkRect& geomSubset, const SkRect& texSubset) {
108 // Assert assumptions about VertexSpec
109 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
110 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
111 SkASSERT(spec.coverageMode() == GrQuadPerEdgeAA::CoverageMode::kNone);
112 SkASSERT(!spec.hasVertexColors());
113 SkASSERT(!spec.requiresGeometrySubset());
114 SkASSERT(!spec.hasSubset());
115 SkASSERT(localQuad);
116
117 for (int i = 0; i < 4; ++i) {
118 vb->write(deviceQuad->x(i), deviceQuad->y(i), localQuad->x(i), localQuad->y(i));
119 }
120 }
121
122 // 2D (XY), no explicit coverage, UV locals, vertex color, no geometry or texture subsets
123 // This represents transparent, non AA (or AA with cov. as alpha), textured rects
write_2d_color_uv(GrVertexWriter * vb,const GrQuadPerEdgeAA::VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)124 static void write_2d_color_uv(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec,
125 const GrQuad* deviceQuad, const GrQuad* localQuad,
126 const float coverage[4], const SkPMColor4f& color,
127 const SkRect& geomSubset, const SkRect& texSubset) {
128 // Assert assumptions about VertexSpec
129 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
130 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
131 SkASSERT(spec.coverageMode() == GrQuadPerEdgeAA::CoverageMode::kNone ||
132 spec.coverageMode() == GrQuadPerEdgeAA::CoverageMode::kWithColor);
133 SkASSERT(spec.hasVertexColors());
134 SkASSERT(!spec.requiresGeometrySubset());
135 SkASSERT(!spec.hasSubset());
136 SkASSERT(localQuad);
137
138 bool wide = spec.colorType() == GrQuadPerEdgeAA::ColorType::kFloat;
139 for (int i = 0; i < 4; ++i) {
140 // If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
141 SkASSERT(spec.coverageMode() == GrQuadPerEdgeAA::CoverageMode::kWithColor ||
142 coverage[i] == 1.f);
143 vb->write(deviceQuad->x(i), deviceQuad->y(i), GrVertexColor(color * coverage[i], wide),
144 localQuad->x(i), localQuad->y(i));
145 }
146 }
147
148 // 2D (XY), explicit coverage, UV locals, no color, no geometry subset, no texture subset
149 // This represents opaque, AA, textured rects
write_2d_cov_uv(GrVertexWriter * vb,const GrQuadPerEdgeAA::VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)150 static void write_2d_cov_uv(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec,
151 const GrQuad* deviceQuad, const GrQuad* localQuad,
152 const float coverage[4], const SkPMColor4f& color,
153 const SkRect& geomSubset, const SkRect& texSubset) {
154 // Assert assumptions about VertexSpec
155 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
156 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
157 SkASSERT(spec.coverageMode() == GrQuadPerEdgeAA::CoverageMode::kWithPosition);
158 SkASSERT(!spec.hasVertexColors());
159 SkASSERT(!spec.requiresGeometrySubset());
160 SkASSERT(!spec.hasSubset());
161 SkASSERT(localQuad);
162
163 for (int i = 0; i < 4; ++i) {
164 vb->write(deviceQuad->x(i), deviceQuad->y(i), coverage[i],
165 localQuad->x(i), localQuad->y(i));
166 }
167 }
168
169 // NOTE: The three _strict specializations below match the non-strict uv functions above, except
170 // that they also write the UV subset. These are included to benefit SkiaRenderer, which must make
171 // use of both fast and strict constrained subsets. When testing _strict was not that common across
172 // GMS, SKPs, and SVGs but we have little visibility into actual SkiaRenderer statistics. If
173 // SkiaRenderer can avoid subsets more, these 3 functions should probably be removed for simplicity.
174
175 // 2D (XY), no explicit coverage, UV locals, no color, tex subset but no geometry subset
176 // This represents opaque, non AA, textured rects with strict uv sampling
write_2d_uv_strict(GrVertexWriter * vb,const GrQuadPerEdgeAA::VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)177 static void write_2d_uv_strict(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec,
178 const GrQuad* deviceQuad, const GrQuad* localQuad,
179 const float coverage[4], const SkPMColor4f& color,
180 const SkRect& geomSubset, const SkRect& texSubset) {
181 // Assert assumptions about VertexSpec
182 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
183 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
184 SkASSERT(spec.coverageMode() == GrQuadPerEdgeAA::CoverageMode::kNone);
185 SkASSERT(!spec.hasVertexColors());
186 SkASSERT(!spec.requiresGeometrySubset());
187 SkASSERT(spec.hasSubset());
188 SkASSERT(localQuad);
189
190 for (int i = 0; i < 4; ++i) {
191 vb->write(deviceQuad->x(i), deviceQuad->y(i), localQuad->x(i), localQuad->y(i), texSubset);
192 }
193 }
194
195 // 2D (XY), no explicit coverage, UV locals, vertex color, tex subset but no geometry subset
196 // This represents transparent, non AA (or AA with cov. as alpha), textured rects with strict sample
write_2d_color_uv_strict(GrVertexWriter * vb,const GrQuadPerEdgeAA::VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)197 static void write_2d_color_uv_strict(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec,
198 const GrQuad* deviceQuad, const GrQuad* localQuad,
199 const float coverage[4], const SkPMColor4f& color,
200 const SkRect& geomSubset, const SkRect& texSubset) {
201 // Assert assumptions about VertexSpec
202 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
203 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
204 SkASSERT(spec.coverageMode() == GrQuadPerEdgeAA::CoverageMode::kNone ||
205 spec.coverageMode() == GrQuadPerEdgeAA::CoverageMode::kWithColor);
206 SkASSERT(spec.hasVertexColors());
207 SkASSERT(!spec.requiresGeometrySubset());
208 SkASSERT(spec.hasSubset());
209 SkASSERT(localQuad);
210
211 bool wide = spec.colorType() == GrQuadPerEdgeAA::ColorType::kFloat;
212 for (int i = 0; i < 4; ++i) {
213 // If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
214 SkASSERT(spec.coverageMode() == GrQuadPerEdgeAA::CoverageMode::kWithColor ||
215 coverage[i] == 1.f);
216 vb->write(deviceQuad->x(i), deviceQuad->y(i), GrVertexColor(color * coverage[i], wide),
217 localQuad->x(i), localQuad->y(i), texSubset);
218 }
219 }
220
221 // 2D (XY), explicit coverage, UV locals, no color, tex subset but no geometry subset
222 // This represents opaque, AA, textured rects with strict uv sampling
write_2d_cov_uv_strict(GrVertexWriter * vb,const GrQuadPerEdgeAA::VertexSpec & spec,const GrQuad * deviceQuad,const GrQuad * localQuad,const float coverage[4],const SkPMColor4f & color,const SkRect & geomSubset,const SkRect & texSubset)223 static void write_2d_cov_uv_strict(GrVertexWriter* vb, const GrQuadPerEdgeAA::VertexSpec& spec,
224 const GrQuad* deviceQuad, const GrQuad* localQuad,
225 const float coverage[4], const SkPMColor4f& color,
226 const SkRect& geomSubset, const SkRect& texSubset) {
227 // Assert assumptions about VertexSpec
228 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
229 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
230 SkASSERT(spec.coverageMode() == GrQuadPerEdgeAA::CoverageMode::kWithPosition);
231 SkASSERT(!spec.hasVertexColors());
232 SkASSERT(!spec.requiresGeometrySubset());
233 SkASSERT(spec.hasSubset());
234 SkASSERT(localQuad);
235
236 for (int i = 0; i < 4; ++i) {
237 vb->write(deviceQuad->x(i), deviceQuad->y(i), coverage[i],
238 localQuad->x(i), localQuad->y(i), texSubset);
239 }
240 }
241
242 } // anonymous namespace
243
244 namespace GrQuadPerEdgeAA {
245
CalcIndexBufferOption(GrAAType aa,int numQuads)246 IndexBufferOption CalcIndexBufferOption(GrAAType aa, int numQuads) {
247 if (aa == GrAAType::kCoverage) {
248 return IndexBufferOption::kPictureFramed;
249 } else if (numQuads > 1) {
250 return IndexBufferOption::kIndexedRects;
251 } else {
252 return IndexBufferOption::kTriStrips;
253 }
254 }
255
256 // This is a more elaborate version of fitsInBytes() that allows "no color" for white
MinColorType(SkPMColor4f color)257 ColorType MinColorType(SkPMColor4f color) {
258 if (color == SK_PMColor4fWHITE) {
259 return ColorType::kNone;
260 } else {
261 return color.fitsInBytes() ? ColorType::kByte : ColorType::kFloat;
262 }
263 }
264
265 ////////////////// Tessellator Implementation
266
GetWriteQuadProc(const VertexSpec & spec)267 Tessellator::WriteQuadProc Tessellator::GetWriteQuadProc(const VertexSpec& spec) {
268 // All specialized writing functions requires 2D geometry and no geometry subset. This is not
269 // the same as just checking device type vs. kRectilinear since non-AA general 2D quads do not
270 // require a geometry subset and could then go through a fast path.
271 if (spec.deviceQuadType() != GrQuad::Type::kPerspective && !spec.requiresGeometrySubset()) {
272 CoverageMode mode = spec.coverageMode();
273 if (spec.hasVertexColors()) {
274 if (mode != CoverageMode::kWithPosition) {
275 // Vertex colors, but no explicit coverage
276 if (!spec.hasLocalCoords()) {
277 // Non-UV with vertex colors (possibly with coverage folded into alpha)
278 return write_2d_color;
279 } else if (spec.localQuadType() != GrQuad::Type::kPerspective) {
280 // UV locals with vertex colors (possibly with coverage-as-alpha)
281 return spec.hasSubset() ? write_2d_color_uv_strict : write_2d_color_uv;
282 }
283 }
284 // Else fall through; this is a spec that requires vertex colors and explicit coverage,
285 // which means it's anti-aliased and the FPs don't support coverage as alpha, or
286 // it uses 3D local coordinates.
287 } else if (spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective) {
288 if (mode == CoverageMode::kWithPosition) {
289 // UV locals with explicit coverage
290 return spec.hasSubset() ? write_2d_cov_uv_strict : write_2d_cov_uv;
291 } else {
292 SkASSERT(mode == CoverageMode::kNone);
293 return spec.hasSubset() ? write_2d_uv_strict : write_2d_uv;
294 }
295 }
296 // Else fall through to generic vertex function; this is a spec that has no vertex colors
297 // and [no|uvr] local coords, which doesn't happen often enough to warrant specialization.
298 }
299
300 // Arbitrary spec hits the slow path
301 return write_quad_generic;
302 }
303
Tessellator(const VertexSpec & spec,char * vertices)304 Tessellator::Tessellator(const VertexSpec& spec, char* vertices)
305 : fVertexSpec(spec)
306 , fVertexWriter{vertices}
307 , fWriteProc(Tessellator::GetWriteQuadProc(spec)) {}
308
append(GrQuad * deviceQuad,GrQuad * localQuad,const SkPMColor4f & color,const SkRect & uvSubset,GrQuadAAFlags aaFlags)309 void Tessellator::append(GrQuad* deviceQuad, GrQuad* localQuad,
310 const SkPMColor4f& color, const SkRect& uvSubset, GrQuadAAFlags aaFlags) {
311 // We allow Tessellator to be created with a null vertices pointer for convenience, but it is
312 // assumed it will never actually be used in those cases.
313 SkASSERT(fVertexWriter.fPtr);
314 SkASSERT(deviceQuad->quadType() <= fVertexSpec.deviceQuadType());
315 SkASSERT(localQuad || !fVertexSpec.hasLocalCoords());
316 SkASSERT(!fVertexSpec.hasLocalCoords() || localQuad->quadType() <= fVertexSpec.localQuadType());
317
318 static const float kFullCoverage[4] = {1.f, 1.f, 1.f, 1.f};
319 static const float kZeroCoverage[4] = {0.f, 0.f, 0.f, 0.f};
320 static const SkRect kIgnoredSubset = SkRect::MakeEmpty();
321
322 if (fVertexSpec.usesCoverageAA()) {
323 SkASSERT(fVertexSpec.coverageMode() == CoverageMode::kWithColor ||
324 fVertexSpec.coverageMode() == CoverageMode::kWithPosition);
325 // Must calculate inner and outer quadrilaterals for the vertex coverage ramps, and possibly
326 // a geometry subset if corners are not right angles
327 SkRect geomSubset;
328 if (fVertexSpec.requiresGeometrySubset()) {
329 #ifdef SK_USE_LEGACY_AA_QUAD_SUBSET
330 geomSubset = deviceQuad->bounds();
331 geomSubset.outset(0.5f, 0.5f); // account for AA expansion
332 #else
333 // Our GP code expects a 0.5 outset rect (coverage is computed as 0 at the values of
334 // the uniform). However, if we have quad edges that aren't supposed to be antialiased
335 // they may lie close to the bounds. So in that case we outset by an additional 0.5.
336 // This is a sort of backup clipping mechanism for cases where quad outsetting of nearly
337 // parallel edges produces long thin extrusions from the original geometry.
338 float outset = aaFlags == GrQuadAAFlags::kAll ? 0.5f : 1.f;
339 geomSubset = deviceQuad->bounds().makeOutset(outset, outset);
340 #endif
341 }
342
343 if (aaFlags == GrQuadAAFlags::kNone) {
344 // Have to write the coverage AA vertex structure, but there's no math to be done for a
345 // non-aa quad batched into a coverage AA op.
346 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kFullCoverage, color,
347 geomSubset, uvSubset);
348 // Since we pass the same corners in, the outer vertex structure will have 0 area and
349 // the coverage interpolation from 1 to 0 will not be visible.
350 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kZeroCoverage, color,
351 geomSubset, uvSubset);
352 } else {
353 // Reset the tessellation helper to match the current geometry
354 fAAHelper.reset(*deviceQuad, localQuad);
355
356 // Edge inset/outset distance ordered LBTR, set to 0.5 for a half pixel if the AA flag
357 // is turned on, or 0.0 if the edge is not anti-aliased.
358 skvx::Vec<4, float> edgeDistances;
359 if (aaFlags == GrQuadAAFlags::kAll) {
360 edgeDistances = 0.5f;
361 } else {
362 edgeDistances = { (aaFlags & GrQuadAAFlags::kLeft) ? 0.5f : 0.f,
363 (aaFlags & GrQuadAAFlags::kBottom) ? 0.5f : 0.f,
364 (aaFlags & GrQuadAAFlags::kTop) ? 0.5f : 0.f,
365 (aaFlags & GrQuadAAFlags::kRight) ? 0.5f : 0.f };
366 }
367
368 // Write inner vertices first
369 float coverage[4];
370 fAAHelper.inset(edgeDistances, deviceQuad, localQuad).store(coverage);
371 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, coverage, color,
372 geomSubset, uvSubset);
373
374 // Then outer vertices, which use 0.f for their coverage. If the inset was degenerate
375 // to a line (had all coverages < 1), tweak the outset distance so the outer frame's
376 // narrow axis reaches out to 2px, which gives better animation under translation.
377 if (coverage[0] < 1.f && coverage[1] < 1.f && coverage[2] < 1.f && coverage[3] < 1.f) {
378 skvx::Vec<4, float> len = fAAHelper.getEdgeLengths();
379 // Using max guards us against trying to scale a degenerate triangle edge of 0 len
380 // up to 2px. The shuffles are so that edge 0's adjustment is based on the lengths
381 // of its connecting edges (1 and 2), and so forth.
382 skvx::Vec<4, float> maxWH = max(skvx::shuffle<1, 0, 3, 2>(len),
383 skvx::shuffle<2, 3, 0, 1>(len));
384 // wh + 2e' = 2, so e' = (2 - wh) / 2 => e' = e * (2 - wh). But if w or h > 1, then
385 // 2 - wh < 1 and represents the non-narrow axis so clamp to 1.
386 edgeDistances *= max(1.f, 2.f - maxWH);
387 }
388 fAAHelper.outset(edgeDistances, deviceQuad, localQuad);
389 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kZeroCoverage, color,
390 geomSubset, uvSubset);
391 }
392 } else {
393 // No outsetting needed, just write a single quad with full coverage
394 SkASSERT(fVertexSpec.coverageMode() == CoverageMode::kNone &&
395 !fVertexSpec.requiresGeometrySubset());
396 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kFullCoverage, color,
397 kIgnoredSubset, uvSubset);
398 }
399 }
400
GetIndexBuffer(GrMeshDrawOp::Target * target,IndexBufferOption indexBufferOption)401 sk_sp<const GrBuffer> GetIndexBuffer(GrMeshDrawOp::Target* target,
402 IndexBufferOption indexBufferOption) {
403 auto resourceProvider = target->resourceProvider();
404
405 switch (indexBufferOption) {
406 case IndexBufferOption::kPictureFramed: return resourceProvider->refAAQuadIndexBuffer();
407 case IndexBufferOption::kIndexedRects: return resourceProvider->refNonAAQuadIndexBuffer();
408 case IndexBufferOption::kTriStrips: // fall through
409 default: return nullptr;
410 }
411 }
412
QuadLimit(IndexBufferOption option)413 int QuadLimit(IndexBufferOption option) {
414 switch (option) {
415 case IndexBufferOption::kPictureFramed: return GrResourceProvider::MaxNumAAQuads();
416 case IndexBufferOption::kIndexedRects: return GrResourceProvider::MaxNumNonAAQuads();
417 case IndexBufferOption::kTriStrips: return SK_MaxS32; // not limited by an indexBuffer
418 }
419
420 SkUNREACHABLE;
421 }
422
IssueDraw(const GrCaps & caps,GrOpsRenderPass * renderPass,const VertexSpec & spec,int runningQuadCount,int quadsInDraw,int maxVerts,int absVertBufferOffset)423 void IssueDraw(const GrCaps& caps, GrOpsRenderPass* renderPass, const VertexSpec& spec,
424 int runningQuadCount, int quadsInDraw, int maxVerts, int absVertBufferOffset) {
425 if (spec.indexBufferOption() == IndexBufferOption::kTriStrips) {
426 int offset = absVertBufferOffset +
427 runningQuadCount * GrResourceProvider::NumVertsPerNonAAQuad();
428 renderPass->draw(4, offset);
429 return;
430 }
431
432 SkASSERT(spec.indexBufferOption() == IndexBufferOption::kPictureFramed ||
433 spec.indexBufferOption() == IndexBufferOption::kIndexedRects);
434
435 int maxNumQuads, numIndicesPerQuad, numVertsPerQuad;
436
437 if (spec.indexBufferOption() == IndexBufferOption::kPictureFramed) {
438 // AA uses 8 vertices and 30 indices per quad, basically nested rectangles
439 maxNumQuads = GrResourceProvider::MaxNumAAQuads();
440 numIndicesPerQuad = GrResourceProvider::NumIndicesPerAAQuad();
441 numVertsPerQuad = GrResourceProvider::NumVertsPerAAQuad();
442 } else {
443 // Non-AA uses 4 vertices and 6 indices per quad
444 maxNumQuads = GrResourceProvider::MaxNumNonAAQuads();
445 numIndicesPerQuad = GrResourceProvider::NumIndicesPerNonAAQuad();
446 numVertsPerQuad = GrResourceProvider::NumVertsPerNonAAQuad();
447 }
448
449 SkASSERT(runningQuadCount + quadsInDraw <= maxNumQuads);
450
451 if (caps.avoidLargeIndexBufferDraws()) {
452 // When we need to avoid large index buffer draws we modify the base vertex of the draw
453 // which, in GL, requires rebinding all vertex attrib arrays, so a base index is generally
454 // preferred.
455 int offset = absVertBufferOffset + runningQuadCount * numVertsPerQuad;
456
457 renderPass->drawIndexPattern(numIndicesPerQuad, quadsInDraw, maxNumQuads, numVertsPerQuad,
458 offset);
459 } else {
460 int baseIndex = runningQuadCount * numIndicesPerQuad;
461 int numIndicesToDraw = quadsInDraw * numIndicesPerQuad;
462
463 int minVertex = runningQuadCount * numVertsPerQuad;
464 int maxVertex = (runningQuadCount + quadsInDraw) * numVertsPerQuad - 1; // inclusive
465
466 renderPass->drawIndexed(numIndicesToDraw, baseIndex, minVertex, maxVertex,
467 absVertBufferOffset);
468 }
469 }
470
471 ////////////////// VertexSpec Implementation
472
deviceDimensionality() const473 int VertexSpec::deviceDimensionality() const {
474 return this->deviceQuadType() == GrQuad::Type::kPerspective ? 3 : 2;
475 }
476
localDimensionality() const477 int VertexSpec::localDimensionality() const {
478 return fHasLocalCoords ? (this->localQuadType() == GrQuad::Type::kPerspective ? 3 : 2) : 0;
479 }
480
coverageMode() const481 CoverageMode VertexSpec::coverageMode() const {
482 if (this->usesCoverageAA()) {
483 if (this->compatibleWithCoverageAsAlpha() && this->hasVertexColors() &&
484 !this->requiresGeometrySubset()) {
485 // Using a geometric subset acts as a second source of coverage and folding
486 // the original coverage into color makes it impossible to apply the color's
487 // alpha to the geometric subset's coverage when the original shape is clipped.
488 return CoverageMode::kWithColor;
489 } else {
490 return CoverageMode::kWithPosition;
491 }
492 } else {
493 return CoverageMode::kNone;
494 }
495 }
496
497 // This needs to stay in sync w/ QuadPerEdgeAAGeometryProcessor::initializeAttrs
vertexSize() const498 size_t VertexSpec::vertexSize() const {
499 bool needsPerspective = (this->deviceDimensionality() == 3);
500 CoverageMode coverageMode = this->coverageMode();
501
502 size_t count = 0;
503
504 if (coverageMode == CoverageMode::kWithPosition) {
505 if (needsPerspective) {
506 count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
507 } else {
508 count += GrVertexAttribTypeSize(kFloat2_GrVertexAttribType) +
509 GrVertexAttribTypeSize(kFloat_GrVertexAttribType);
510 }
511 } else {
512 if (needsPerspective) {
513 count += GrVertexAttribTypeSize(kFloat3_GrVertexAttribType);
514 } else {
515 count += GrVertexAttribTypeSize(kFloat2_GrVertexAttribType);
516 }
517 }
518
519 if (this->requiresGeometrySubset()) {
520 count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
521 }
522
523 count += this->localDimensionality() * GrVertexAttribTypeSize(kFloat_GrVertexAttribType);
524
525 if (ColorType::kByte == this->colorType()) {
526 count += GrVertexAttribTypeSize(kUByte4_norm_GrVertexAttribType);
527 } else if (ColorType::kFloat == this->colorType()) {
528 count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
529 }
530
531 if (this->hasSubset()) {
532 count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
533 }
534
535 return count;
536 }
537
538 ////////////////// Geometry Processor Implementation
539
540 class QuadPerEdgeAAGeometryProcessor : public GrGeometryProcessor {
541 public:
542 using Saturate = GrTextureOp::Saturate;
543
Make(SkArenaAlloc * arena,const VertexSpec & spec)544 static GrGeometryProcessor* Make(SkArenaAlloc* arena, const VertexSpec& spec) {
545 return arena->make([&](void* ptr) {
546 return new (ptr) QuadPerEdgeAAGeometryProcessor(spec);
547 });
548 }
549
Make(SkArenaAlloc * arena,const VertexSpec & vertexSpec,const GrShaderCaps & caps,const GrBackendFormat & backendFormat,GrSamplerState samplerState,const GrSwizzle & swizzle,sk_sp<GrColorSpaceXform> textureColorSpaceXform,Saturate saturate)550 static GrGeometryProcessor* Make(SkArenaAlloc* arena,
551 const VertexSpec& vertexSpec,
552 const GrShaderCaps& caps,
553 const GrBackendFormat& backendFormat,
554 GrSamplerState samplerState,
555 const GrSwizzle& swizzle,
556 sk_sp<GrColorSpaceXform> textureColorSpaceXform,
557 Saturate saturate) {
558 return arena->make([&](void* ptr) {
559 return new (ptr) QuadPerEdgeAAGeometryProcessor(
560 vertexSpec, caps, backendFormat, samplerState, swizzle,
561 std::move(textureColorSpaceXform), saturate);
562 });
563 }
564
name() const565 const char* name() const override { return "QuadPerEdgeAAGeometryProcessor"; }
566
getGLSLProcessorKey(const GrShaderCaps &,GrProcessorKeyBuilder * b) const567 void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override {
568 // texturing, device-dimensions are single bit flags
569 b->addBool(fTexSubset.isInitialized(), "subset");
570 b->addBool(fSampler.isInitialized(), "textured");
571 b->addBool(fNeedsPerspective, "perspective");
572 b->addBool((fSaturate == Saturate::kYes), "saturate");
573
574 b->addBool(fLocalCoord.isInitialized(), "hasLocalCoords");
575 if (fLocalCoord.isInitialized()) {
576 // 2D (0) or 3D (1)
577 b->addBits(1, (kFloat3_GrVertexAttribType == fLocalCoord.cpuType()), "localCoordsType");
578 }
579 b->addBool(fColor.isInitialized(), "hasColor");
580 if (fColor.isInitialized()) {
581 // bytes (0) or floats (1)
582 b->addBits(1, (kFloat4_GrVertexAttribType == fColor.cpuType()), "colorType");
583 }
584 // and coverage mode, 00 for none, 01 for withposition, 10 for withcolor, 11 for
585 // position+geomsubset
586 uint32_t coverageKey = 0;
587 SkASSERT(!fGeomSubset.isInitialized() || fCoverageMode == CoverageMode::kWithPosition);
588 if (fCoverageMode != CoverageMode::kNone) {
589 coverageKey = fGeomSubset.isInitialized()
590 ? 0x3
591 : (CoverageMode::kWithPosition == fCoverageMode ? 0x1 : 0x2);
592 }
593 b->addBits(2, coverageKey, "coverageMode");
594
595 b->add32(GrColorSpaceXform::XformKey(fTextureColorSpaceXform.get()), "colorSpaceXform");
596 }
597
createGLSLInstance(const GrShaderCaps & caps) const598 GrGLSLGeometryProcessor* createGLSLInstance(const GrShaderCaps& caps) const override {
599 class GLSLProcessor : public GrGLSLGeometryProcessor {
600 public:
601 void setData(const GrGLSLProgramDataManager& pdman,
602 const GrShaderCaps&,
603 const GrGeometryProcessor& geomProc) override {
604 const auto& gp = geomProc.cast<QuadPerEdgeAAGeometryProcessor>();
605 fTextureColorSpaceXformHelper.setData(pdman, gp.fTextureColorSpaceXform.get());
606 }
607
608 private:
609 void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
610 using Interpolation = GrGLSLVaryingHandler::Interpolation;
611
612 const auto& gp = args.fGeomProc.cast<QuadPerEdgeAAGeometryProcessor>();
613 fTextureColorSpaceXformHelper.emitCode(args.fUniformHandler,
614 gp.fTextureColorSpaceXform.get());
615
616 args.fVaryingHandler->emitAttributes(gp);
617
618 if (gp.fCoverageMode == CoverageMode::kWithPosition) {
619 // Strip last channel from the vertex attribute to remove coverage and get the
620 // actual position
621 if (gp.fNeedsPerspective) {
622 args.fVertBuilder->codeAppendf("float3 position = %s.xyz;",
623 gp.fPosition.name());
624 } else {
625 args.fVertBuilder->codeAppendf("float2 position = %s.xy;",
626 gp.fPosition.name());
627 }
628 gpArgs->fPositionVar = {"position",
629 gp.fNeedsPerspective ? kFloat3_GrSLType
630 : kFloat2_GrSLType,
631 GrShaderVar::TypeModifier::None};
632 } else {
633 // No coverage to eliminate
634 gpArgs->fPositionVar = gp.fPosition.asShaderVar();
635 }
636
637 // This attribute will be uninitialized if earlier FP analysis determined no
638 // local coordinates are needed (and this will not include the inline texture
639 // fetch this GP does before invoking FPs).
640 gpArgs->fLocalCoordVar = gp.fLocalCoord.asShaderVar();
641
642 // Solid color before any texturing gets modulated in
643 const char* blendDst;
644 if (gp.fColor.isInitialized()) {
645 SkASSERT(gp.fCoverageMode != CoverageMode::kWithColor || !gp.fNeedsPerspective);
646 // The color cannot be flat if the varying coverage has been modulated into it
647 args.fFragBuilder->codeAppendf("half4 %s;", args.fOutputColor);
648 args.fVaryingHandler->addPassThroughAttribute(gp.fColor, args.fOutputColor,
649 gp.fCoverageMode == CoverageMode::kWithColor ?
650 Interpolation::kInterpolated : Interpolation::kCanBeFlat);
651 blendDst = args.fOutputColor;
652 } else {
653 // Output color must be initialized to something
654 args.fFragBuilder->codeAppendf("half4 %s = half4(1);", args.fOutputColor);
655 blendDst = nullptr;
656 }
657
658 // If there is a texture, must also handle texture coordinates and reading from
659 // the texture in the fragment shader before continuing to fragment processors.
660 if (gp.fSampler.isInitialized()) {
661 // Texture coordinates clamped by the subset on the fragment shader; if the GP
662 // has a texture, it's guaranteed to have local coordinates
663 args.fFragBuilder->codeAppend("float2 texCoord;");
664 if (gp.fLocalCoord.cpuType() == kFloat3_GrVertexAttribType) {
665 // Can't do a pass through since we need to perform perspective division
666 GrGLSLVarying v(gp.fLocalCoord.gpuType());
667 args.fVaryingHandler->addVarying(gp.fLocalCoord.name(), &v);
668 args.fVertBuilder->codeAppendf("%s = %s;",
669 v.vsOut(), gp.fLocalCoord.name());
670 args.fFragBuilder->codeAppendf("texCoord = %s.xy / %s.z;",
671 v.fsIn(), v.fsIn());
672 } else {
673 args.fVaryingHandler->addPassThroughAttribute(gp.fLocalCoord, "texCoord");
674 }
675
676 // Clamp the now 2D localCoordName variable by the subset if it is provided
677 if (gp.fTexSubset.isInitialized()) {
678 args.fFragBuilder->codeAppend("float4 subset;");
679 args.fVaryingHandler->addPassThroughAttribute(gp.fTexSubset, "subset",
680 Interpolation::kCanBeFlat);
681 args.fFragBuilder->codeAppend(
682 "texCoord = clamp(texCoord, subset.LT, subset.RB);");
683 }
684
685 // Now modulate the starting output color by the texture lookup
686 args.fFragBuilder->codeAppendf(
687 "%s = %s(",
688 args.fOutputColor,
689 (gp.fSaturate == Saturate::kYes) ? "saturate" : "");
690 args.fFragBuilder->appendTextureLookupAndBlend(
691 blendDst, SkBlendMode::kModulate, args.fTexSamplers[0],
692 "texCoord", &fTextureColorSpaceXformHelper);
693 args.fFragBuilder->codeAppend(");");
694 } else {
695 // Saturate is only intended for use with a proxy to account for the fact
696 // that GrTextureOp skips SkPaint conversion, which normally handles this.
697 SkASSERT(gp.fSaturate == Saturate::kNo);
698 }
699
700 // And lastly, output the coverage calculation code
701 if (gp.fCoverageMode == CoverageMode::kWithPosition) {
702 GrGLSLVarying coverage(kFloat_GrSLType);
703 args.fVaryingHandler->addVarying("coverage", &coverage);
704 if (gp.fNeedsPerspective) {
705 // Multiply by "W" in the vertex shader, then by 1/w (sk_FragCoord.w) in
706 // the fragment shader to get screen-space linear coverage.
707 args.fVertBuilder->codeAppendf("%s = %s.w * %s.z;",
708 coverage.vsOut(), gp.fPosition.name(),
709 gp.fPosition.name());
710 args.fFragBuilder->codeAppendf("float coverage = %s * sk_FragCoord.w;",
711 coverage.fsIn());
712 } else {
713 args.fVertBuilder->codeAppendf("%s = %s;",
714 coverage.vsOut(), gp.fCoverage.name());
715 args.fFragBuilder->codeAppendf("float coverage = %s;", coverage.fsIn());
716 }
717
718 if (gp.fGeomSubset.isInitialized()) {
719 // Calculate distance from sk_FragCoord to the 4 edges of the subset
720 // and clamp them to (0, 1). Use the minimum of these and the original
721 // coverage. This only has to be done in the exterior triangles, the
722 // interior of the quad geometry can never be clipped by the subset box.
723 args.fFragBuilder->codeAppend("float4 geoSubset;");
724 args.fVaryingHandler->addPassThroughAttribute(gp.fGeomSubset, "geoSubset",
725 Interpolation::kCanBeFlat);
726 #ifdef SK_USE_LEGACY_AA_QUAD_SUBSET
727 args.fFragBuilder->codeAppend(
728 "if (coverage < 0.5) {"
729 " float4 dists4 = clamp(float4(1, 1, -1, -1) * "
730 "(sk_FragCoord.xyxy - geoSubset), 0, 1);"
731 " float2 dists2 = dists4.xy * dists4.zw;"
732 " coverage = min(coverage, dists2.x * dists2.y);"
733 "}");
734 #else
735 args.fFragBuilder->codeAppend(
736 // This is lifted from GrAARectEffect. It'd be nice if we could
737 // invoke a FP from a GP rather than duplicate this code.
738 "half4 dists4 = clamp(half4(1, 1, -1, -1) * "
739 "half4(sk_FragCoord.xyxy - geoSubset), 0, 1);\n"
740 "half2 dists2 = dists4.xy + dists4.zw - 1;\n"
741 "half subsetCoverage = dists2.x * dists2.y;\n"
742 "coverage = min(coverage, subsetCoverage);");
743 #endif
744 }
745
746 args.fFragBuilder->codeAppendf("half4 %s = half4(half(coverage));",
747 args.fOutputCoverage);
748 } else {
749 // Set coverage to 1, since it's either non-AA or the coverage was already
750 // folded into the output color
751 SkASSERT(!gp.fGeomSubset.isInitialized());
752 args.fFragBuilder->codeAppendf("const half4 %s = half4(1);",
753 args.fOutputCoverage);
754 }
755 }
756 GrGLSLColorSpaceXformHelper fTextureColorSpaceXformHelper;
757 };
758 return new GLSLProcessor;
759 }
760
761 private:
QuadPerEdgeAAGeometryProcessor(const VertexSpec & spec)762 QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec)
763 : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
764 , fTextureColorSpaceXform(nullptr) {
765 SkASSERT(!spec.hasSubset());
766 this->initializeAttrs(spec);
767 this->setTextureSamplerCnt(0);
768 }
769
QuadPerEdgeAAGeometryProcessor(const VertexSpec & spec,const GrShaderCaps & caps,const GrBackendFormat & backendFormat,GrSamplerState samplerState,const GrSwizzle & swizzle,sk_sp<GrColorSpaceXform> textureColorSpaceXform,Saturate saturate)770 QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec,
771 const GrShaderCaps& caps,
772 const GrBackendFormat& backendFormat,
773 GrSamplerState samplerState,
774 const GrSwizzle& swizzle,
775 sk_sp<GrColorSpaceXform> textureColorSpaceXform,
776 Saturate saturate)
777 : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
778 , fSaturate(saturate)
779 , fTextureColorSpaceXform(std::move(textureColorSpaceXform))
780 , fSampler(samplerState, backendFormat, swizzle) {
781 SkASSERT(spec.hasLocalCoords());
782 this->initializeAttrs(spec);
783 this->setTextureSamplerCnt(1);
784 }
785
786 // This needs to stay in sync w/ VertexSpec::vertexSize
initializeAttrs(const VertexSpec & spec)787 void initializeAttrs(const VertexSpec& spec) {
788 fNeedsPerspective = spec.deviceDimensionality() == 3;
789 fCoverageMode = spec.coverageMode();
790
791 if (fCoverageMode == CoverageMode::kWithPosition) {
792 if (fNeedsPerspective) {
793 fPosition = {"positionWithCoverage", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
794 } else {
795 fPosition = {"position", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
796 fCoverage = {"coverage", kFloat_GrVertexAttribType, kFloat_GrSLType};
797 }
798 } else {
799 if (fNeedsPerspective) {
800 fPosition = {"position", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
801 } else {
802 fPosition = {"position", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
803 }
804 }
805
806 // Need a geometry subset when the quads are AA and not rectilinear, since their AA
807 // outsetting can go beyond a half pixel.
808 if (spec.requiresGeometrySubset()) {
809 fGeomSubset = {"geomSubset", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
810 }
811
812 int localDim = spec.localDimensionality();
813 if (localDim == 3) {
814 fLocalCoord = {"localCoord", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
815 } else if (localDim == 2) {
816 fLocalCoord = {"localCoord", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
817 } // else localDim == 0 and attribute remains uninitialized
818
819 if (spec.hasVertexColors()) {
820 fColor = MakeColorAttribute("color", ColorType::kFloat == spec.colorType());
821 }
822
823 if (spec.hasSubset()) {
824 fTexSubset = {"texSubset", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
825 }
826
827 this->setVertexAttributes(&fPosition, 6);
828 }
829
onTextureSampler(int) const830 const TextureSampler& onTextureSampler(int) const override { return fSampler; }
831
832 Attribute fPosition; // May contain coverage as last channel
833 Attribute fCoverage; // Used for non-perspective position to avoid Intel Metal issues
834 Attribute fColor; // May have coverage modulated in if the FPs support it
835 Attribute fLocalCoord;
836 Attribute fGeomSubset; // Screen-space bounding box on geometry+aa outset
837 Attribute fTexSubset; // Texture-space bounding box on local coords
838
839 // The positions attribute may have coverage built into it, so float3 is an ambiguous type
840 // and may mean 2d with coverage, or 3d with no coverage
841 bool fNeedsPerspective;
842 // Should saturate() be called on the color? Only relevant when created with a texture.
843 Saturate fSaturate = Saturate::kNo;
844 CoverageMode fCoverageMode;
845
846 // Color space will be null and fSampler.isInitialized() returns false when the GP is configured
847 // to skip texturing.
848 sk_sp<GrColorSpaceXform> fTextureColorSpaceXform;
849 TextureSampler fSampler;
850
851 using INHERITED = GrGeometryProcessor;
852 };
853
MakeProcessor(SkArenaAlloc * arena,const VertexSpec & spec)854 GrGeometryProcessor* MakeProcessor(SkArenaAlloc* arena, const VertexSpec& spec) {
855 return QuadPerEdgeAAGeometryProcessor::Make(arena, spec);
856 }
857
MakeTexturedProcessor(SkArenaAlloc * arena,const VertexSpec & spec,const GrShaderCaps & caps,const GrBackendFormat & backendFormat,GrSamplerState samplerState,const GrSwizzle & swizzle,sk_sp<GrColorSpaceXform> textureColorSpaceXform,Saturate saturate)858 GrGeometryProcessor* MakeTexturedProcessor(SkArenaAlloc* arena,
859 const VertexSpec& spec,
860 const GrShaderCaps& caps,
861 const GrBackendFormat& backendFormat,
862 GrSamplerState samplerState,
863 const GrSwizzle& swizzle,
864 sk_sp<GrColorSpaceXform> textureColorSpaceXform,
865 Saturate saturate) {
866 return QuadPerEdgeAAGeometryProcessor::Make(arena, spec, caps, backendFormat, samplerState,
867 swizzle, std::move(textureColorSpaceXform),
868 saturate);
869 }
870
871 } // namespace GrQuadPerEdgeAA
872