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/ganesh/ops/QuadPerEdgeAA.h"
9
10 #include "src/base/SkVx.h"
11 #include "src/gpu/KeyBuilder.h"
12 #include "src/gpu/ganesh/GrCaps.h"
13 #include "src/gpu/ganesh/GrMeshDrawTarget.h"
14 #include "src/gpu/ganesh/GrResourceProvider.h"
15 #include "src/gpu/ganesh/SkGr.h"
16 #include "src/gpu/ganesh/geometry/GrQuadUtils.h"
17 #include "src/gpu/ganesh/glsl/GrGLSLColorSpaceXformHelper.h"
18 #include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
19 #include "src/gpu/ganesh/glsl/GrGLSLVarying.h"
20 #include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h"
21
22 static_assert((int)GrQuadAAFlags::kLeft == SkCanvas::kLeft_QuadAAFlag);
23 static_assert((int)GrQuadAAFlags::kTop == SkCanvas::kTop_QuadAAFlag);
24 static_assert((int)GrQuadAAFlags::kRight == SkCanvas::kRight_QuadAAFlag);
25 static_assert((int)GrQuadAAFlags::kBottom == SkCanvas::kBottom_QuadAAFlag);
26 static_assert((int)GrQuadAAFlags::kNone == SkCanvas::kNone_QuadAAFlags);
27 static_assert((int)GrQuadAAFlags::kAll == SkCanvas::kAll_QuadAAFlags);
28
29 namespace skgpu::v1::QuadPerEdgeAA {
30
31 namespace {
32
33 using VertexSpec = skgpu::v1::QuadPerEdgeAA::VertexSpec;
34 using CoverageMode = skgpu::v1::QuadPerEdgeAA::CoverageMode;
35 using ColorType = skgpu::v1::QuadPerEdgeAA::ColorType;
36
37 // Generic WriteQuadProc that can handle any VertexSpec. It writes the 4 vertices in triangle strip
38 // 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)39 void write_quad_generic(VertexWriter* vb,
40 const VertexSpec& spec,
41 const GrQuad* deviceQuad,
42 const GrQuad* localQuad,
43 const float coverage[4],
44 const SkPMColor4f& color,
45 const SkRect& geomSubset,
46 const SkRect& texSubset) {
47 static constexpr auto If = VertexWriter::If<float>;
48
49 SkASSERT(!spec.hasLocalCoords() || localQuad);
50
51 CoverageMode mode = spec.coverageMode();
52 for (int i = 0; i < 4; ++i) {
53 // save position, this is a float2 or float3 or float4 depending on the combination of
54 // perspective and coverage mode.
55 *vb << deviceQuad->x(i)
56 << deviceQuad->y(i)
57 << If(spec.deviceQuadType() == GrQuad::Type::kPerspective, deviceQuad->w(i))
58 << If(mode == CoverageMode::kWithPosition, coverage[i]);
59
60 // save color
61 if (spec.hasVertexColors()) {
62 bool wide = spec.colorType() == ColorType::kFloat;
63 *vb << VertexColor(color * (mode == CoverageMode::kWithColor ? coverage[i] : 1), wide);
64 }
65
66 // save local position
67 if (spec.hasLocalCoords()) {
68 *vb << localQuad->x(i)
69 << localQuad->y(i)
70 << If(spec.localQuadType() == GrQuad::Type::kPerspective, localQuad->w(i));
71 }
72
73 // save the geometry subset
74 if (spec.requiresGeometrySubset()) {
75 *vb << geomSubset;
76 }
77
78 // save the texture subset
79 if (spec.hasSubset()) {
80 *vb << texSubset;
81 }
82 }
83 }
84
85 // Specialized WriteQuadProcs for particular VertexSpecs that show up frequently (determined
86 // experimentally through recorded GMs, SKPs, and SVGs, as well as SkiaRenderer's usage patterns):
87
88 // 2D (XY), no explicit coverage, vertex color, no locals, no geometry subset, no texture subsetn
89 // 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)90 void write_2d_color(VertexWriter* vb,
91 const VertexSpec& spec,
92 const GrQuad* deviceQuad,
93 const GrQuad* localQuad,
94 const float coverage[4],
95 const SkPMColor4f& color,
96 const SkRect& geomSubset,
97 const SkRect& texSubset) {
98 // Assert assumptions about VertexSpec
99 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
100 SkASSERT(!spec.hasLocalCoords());
101 SkASSERT(spec.coverageMode() == CoverageMode::kNone ||
102 spec.coverageMode() == CoverageMode::kWithColor);
103 SkASSERT(spec.hasVertexColors());
104 SkASSERT(!spec.requiresGeometrySubset());
105 SkASSERT(!spec.hasSubset());
106 // We don't assert that localQuad == nullptr, since it is possible for FillRectOp to
107 // accumulate local coords conservatively (paint not trivial), and then after analysis realize
108 // the processors don't need local coordinates.
109
110 bool wide = spec.colorType() == ColorType::kFloat;
111 for (int i = 0; i < 4; ++i) {
112 // If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
113 SkASSERT(spec.coverageMode() == CoverageMode::kWithColor || coverage[i] == 1.f);
114 *vb << deviceQuad->x(i)
115 << deviceQuad->y(i)
116 << VertexColor(color * coverage[i], wide);
117 }
118 }
119
120 // 2D (XY), no explicit coverage, UV locals, no color, no geometry subset, no texture subset
121 // 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)122 void write_2d_uv(VertexWriter* vb,
123 const VertexSpec& spec,
124 const GrQuad* deviceQuad,
125 const GrQuad* localQuad,
126 const float coverage[4],
127 const SkPMColor4f& color,
128 const SkRect& geomSubset,
129 const SkRect& texSubset) {
130 // Assert assumptions about VertexSpec
131 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
132 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
133 SkASSERT(spec.coverageMode() == CoverageMode::kNone);
134 SkASSERT(!spec.hasVertexColors());
135 SkASSERT(!spec.requiresGeometrySubset());
136 SkASSERT(!spec.hasSubset());
137 SkASSERT(localQuad);
138
139 for (int i = 0; i < 4; ++i) {
140 *vb << deviceQuad->x(i)
141 << deviceQuad->y(i)
142 << localQuad->x(i)
143 << localQuad->y(i);
144 }
145 }
146
147 // 2D (XY), no explicit coverage, UV locals, vertex color, no geometry or texture subsets
148 // 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)149 void write_2d_color_uv(VertexWriter* vb,
150 const VertexSpec& spec,
151 const GrQuad* deviceQuad,
152 const GrQuad* localQuad,
153 const float coverage[4],
154 const SkPMColor4f& color,
155 const SkRect& geomSubset,
156 const SkRect& texSubset) {
157 // Assert assumptions about VertexSpec
158 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
159 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
160 SkASSERT(spec.coverageMode() == CoverageMode::kNone ||
161 spec.coverageMode() == CoverageMode::kWithColor);
162 SkASSERT(spec.hasVertexColors());
163 SkASSERT(!spec.requiresGeometrySubset());
164 SkASSERT(!spec.hasSubset());
165 SkASSERT(localQuad);
166
167 bool wide = spec.colorType() == ColorType::kFloat;
168 for (int i = 0; i < 4; ++i) {
169 // If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
170 SkASSERT(spec.coverageMode() == CoverageMode::kWithColor || coverage[i] == 1.f);
171 *vb << deviceQuad->x(i)
172 << deviceQuad->y(i)
173 << VertexColor(color * coverage[i], wide)
174 << localQuad->x(i)
175 << localQuad->y(i);
176 }
177 }
178
179 // 2D (XY), explicit coverage, UV locals, no color, no geometry subset, no texture subset
180 // 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)181 void write_2d_cov_uv(VertexWriter* vb,
182 const VertexSpec& spec,
183 const GrQuad* deviceQuad,
184 const GrQuad* localQuad,
185 const float coverage[4],
186 const SkPMColor4f& color,
187 const SkRect& geomSubset,
188 const SkRect& texSubset) {
189 // Assert assumptions about VertexSpec
190 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
191 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
192 SkASSERT(spec.coverageMode() == CoverageMode::kWithPosition);
193 SkASSERT(!spec.hasVertexColors());
194 SkASSERT(!spec.requiresGeometrySubset());
195 SkASSERT(!spec.hasSubset());
196 SkASSERT(localQuad);
197
198 for (int i = 0; i < 4; ++i) {
199 *vb << deviceQuad->x(i)
200 << deviceQuad->y(i)
201 << coverage[i]
202 << localQuad->x(i)
203 << localQuad->y(i);
204 }
205 }
206
207 // NOTE: The three _strict specializations below match the non-strict uv functions above, except
208 // that they also write the UV subset. These are included to benefit SkiaRenderer, which must make
209 // use of both fast and strict constrained subsets. When testing _strict was not that common across
210 // GMS, SKPs, and SVGs but we have little visibility into actual SkiaRenderer statistics. If
211 // SkiaRenderer can avoid subsets more, these 3 functions should probably be removed for simplicity.
212
213 // 2D (XY), no explicit coverage, UV locals, no color, tex subset but no geometry subset
214 // 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)215 void write_2d_uv_strict(VertexWriter* vb,
216 const VertexSpec& spec,
217 const GrQuad* deviceQuad,
218 const GrQuad* localQuad,
219 const float coverage[4],
220 const SkPMColor4f& color,
221 const SkRect& geomSubset,
222 const SkRect& texSubset) {
223 // Assert assumptions about VertexSpec
224 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
225 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
226 SkASSERT(spec.coverageMode() == CoverageMode::kNone);
227 SkASSERT(!spec.hasVertexColors());
228 SkASSERT(!spec.requiresGeometrySubset());
229 SkASSERT(spec.hasSubset());
230 SkASSERT(localQuad);
231
232 for (int i = 0; i < 4; ++i) {
233 *vb << deviceQuad->x(i)
234 << deviceQuad->y(i)
235 << localQuad->x(i)
236 << localQuad->y(i)
237 << texSubset;
238 }
239 }
240
241 // 2D (XY), no explicit coverage, UV locals, vertex color, tex subset but no geometry subset
242 // 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)243 void write_2d_color_uv_strict(VertexWriter* vb,
244 const VertexSpec& spec,
245 const GrQuad* deviceQuad,
246 const GrQuad* localQuad,
247 const float coverage[4],
248 const SkPMColor4f& color,
249 const SkRect& geomSubset,
250 const SkRect& texSubset) {
251 // Assert assumptions about VertexSpec
252 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
253 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
254 SkASSERT(spec.coverageMode() == CoverageMode::kNone ||
255 spec.coverageMode() == CoverageMode::kWithColor);
256 SkASSERT(spec.hasVertexColors());
257 SkASSERT(!spec.requiresGeometrySubset());
258 SkASSERT(spec.hasSubset());
259 SkASSERT(localQuad);
260
261 bool wide = spec.colorType() == ColorType::kFloat;
262 for (int i = 0; i < 4; ++i) {
263 // If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
264 SkASSERT(spec.coverageMode() == CoverageMode::kWithColor || coverage[i] == 1.f);
265 *vb << deviceQuad->x(i)
266 << deviceQuad->y(i)
267 << VertexColor(color * coverage[i], wide)
268 << localQuad->x(i)
269 << localQuad->y(i)
270 << texSubset;
271 }
272 }
273
274 // 2D (XY), explicit coverage, UV locals, no color, tex subset but no geometry subset
275 // 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)276 void write_2d_cov_uv_strict(VertexWriter* vb,
277 const VertexSpec& spec,
278 const GrQuad* deviceQuad,
279 const GrQuad* localQuad,
280 const float coverage[4],
281 const SkPMColor4f& color,
282 const SkRect& geomSubset,
283 const SkRect& texSubset) {
284 // Assert assumptions about VertexSpec
285 SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
286 SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
287 SkASSERT(spec.coverageMode() == CoverageMode::kWithPosition);
288 SkASSERT(!spec.hasVertexColors());
289 SkASSERT(!spec.requiresGeometrySubset());
290 SkASSERT(spec.hasSubset());
291 SkASSERT(localQuad);
292
293 for (int i = 0; i < 4; ++i) {
294 *vb << deviceQuad->x(i)
295 << deviceQuad->y(i)
296 << coverage[i]
297 << localQuad->x(i)
298 << localQuad->y(i)
299 << texSubset;
300 }
301 }
302
303 } // anonymous namespace
304
CalcIndexBufferOption(GrAAType aa,int numQuads)305 IndexBufferOption CalcIndexBufferOption(GrAAType aa, int numQuads) {
306 if (aa == GrAAType::kCoverage) {
307 return IndexBufferOption::kPictureFramed;
308 } else if (numQuads > 1) {
309 return IndexBufferOption::kIndexedRects;
310 } else {
311 return IndexBufferOption::kTriStrips;
312 }
313 }
314
315 // This is a more elaborate version of fitsInBytes() that allows "no color" for white
MinColorType(SkPMColor4f color)316 ColorType MinColorType(SkPMColor4f color) {
317 if (color == SK_PMColor4fWHITE) {
318 return ColorType::kNone;
319 } else {
320 return color.fitsInBytes() ? ColorType::kByte : ColorType::kFloat;
321 }
322 }
323
324 ////////////////// Tessellator Implementation
325
GetWriteQuadProc(const VertexSpec & spec)326 Tessellator::WriteQuadProc Tessellator::GetWriteQuadProc(const VertexSpec& spec) {
327 // All specialized writing functions requires 2D geometry and no geometry subset. This is not
328 // the same as just checking device type vs. kRectilinear since non-AA general 2D quads do not
329 // require a geometry subset and could then go through a fast path.
330 if (spec.deviceQuadType() != GrQuad::Type::kPerspective && !spec.requiresGeometrySubset()) {
331 CoverageMode mode = spec.coverageMode();
332 if (spec.hasVertexColors()) {
333 if (mode != CoverageMode::kWithPosition) {
334 // Vertex colors, but no explicit coverage
335 if (!spec.hasLocalCoords()) {
336 // Non-UV with vertex colors (possibly with coverage folded into alpha)
337 return write_2d_color;
338 } else if (spec.localQuadType() != GrQuad::Type::kPerspective) {
339 // UV locals with vertex colors (possibly with coverage-as-alpha)
340 return spec.hasSubset() ? write_2d_color_uv_strict : write_2d_color_uv;
341 }
342 }
343 // Else fall through; this is a spec that requires vertex colors and explicit coverage,
344 // which means it's anti-aliased and the FPs don't support coverage as alpha, or
345 // it uses 3D local coordinates.
346 } else if (spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective) {
347 if (mode == CoverageMode::kWithPosition) {
348 // UV locals with explicit coverage
349 return spec.hasSubset() ? write_2d_cov_uv_strict : write_2d_cov_uv;
350 } else {
351 SkASSERT(mode == CoverageMode::kNone);
352 return spec.hasSubset() ? write_2d_uv_strict : write_2d_uv;
353 }
354 }
355 // Else fall through to generic vertex function; this is a spec that has no vertex colors
356 // and [no|uvr] local coords, which doesn't happen often enough to warrant specialization.
357 }
358
359 // Arbitrary spec hits the slow path
360 return write_quad_generic;
361 }
362
Tessellator(const VertexSpec & spec,char * vertices)363 Tessellator::Tessellator(const VertexSpec& spec, char* vertices)
364 : fVertexSpec(spec)
365 , fVertexWriter{vertices}
366 , fWriteProc(Tessellator::GetWriteQuadProc(spec)) {}
367
append(GrQuad * deviceQuad,GrQuad * localQuad,const SkPMColor4f & color,const SkRect & uvSubset,GrQuadAAFlags aaFlags)368 void Tessellator::append(GrQuad* deviceQuad, GrQuad* localQuad,
369 const SkPMColor4f& color, const SkRect& uvSubset, GrQuadAAFlags aaFlags) {
370 // We allow Tessellator to be created with a null vertices pointer for convenience, but it is
371 // assumed it will never actually be used in those cases.
372 SkASSERT(fVertexWriter);
373 SkASSERT(deviceQuad->quadType() <= fVertexSpec.deviceQuadType());
374 SkASSERT(localQuad || !fVertexSpec.hasLocalCoords());
375 SkASSERT(!fVertexSpec.hasLocalCoords() || localQuad->quadType() <= fVertexSpec.localQuadType());
376
377 static const float kFullCoverage[4] = {1.f, 1.f, 1.f, 1.f};
378 static const float kZeroCoverage[4] = {0.f, 0.f, 0.f, 0.f};
379 static const SkRect kIgnoredSubset = SkRect::MakeEmpty();
380
381 if (fVertexSpec.usesCoverageAA()) {
382 SkASSERT(fVertexSpec.coverageMode() == CoverageMode::kWithColor ||
383 fVertexSpec.coverageMode() == CoverageMode::kWithPosition);
384 // Must calculate inner and outer quadrilaterals for the vertex coverage ramps, and possibly
385 // a geometry subset if corners are not right angles
386 SkRect geomSubset;
387 if (fVertexSpec.requiresGeometrySubset()) {
388 #ifdef SK_USE_LEGACY_AA_QUAD_SUBSET
389 geomSubset = deviceQuad->bounds();
390 geomSubset.outset(0.5f, 0.5f); // account for AA expansion
391 #else
392 // Our GP code expects a 0.5 outset rect (coverage is computed as 0 at the values of
393 // the uniform). However, if we have quad edges that aren't supposed to be antialiased
394 // they may lie close to the bounds. So in that case we outset by an additional 0.5.
395 // This is a sort of backup clipping mechanism for cases where quad outsetting of nearly
396 // parallel edges produces long thin extrusions from the original geometry.
397 float outset = aaFlags == GrQuadAAFlags::kAll ? 0.5f : 1.f;
398 geomSubset = deviceQuad->bounds().makeOutset(outset, outset);
399 #endif
400 }
401
402 if (aaFlags == GrQuadAAFlags::kNone) {
403 // Have to write the coverage AA vertex structure, but there's no math to be done for a
404 // non-aa quad batched into a coverage AA op.
405 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kFullCoverage, color,
406 geomSubset, uvSubset);
407 // Since we pass the same corners in, the outer vertex structure will have 0 area and
408 // the coverage interpolation from 1 to 0 will not be visible.
409 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kZeroCoverage, color,
410 geomSubset, uvSubset);
411 } else {
412 // Reset the tessellation helper to match the current geometry
413 fAAHelper.reset(*deviceQuad, localQuad);
414
415 // Edge inset/outset distance ordered LBTR, set to 0.5 for a half pixel if the AA flag
416 // is turned on, or 0.0 if the edge is not anti-aliased.
417 skvx::Vec<4, float> edgeDistances;
418 if (aaFlags == GrQuadAAFlags::kAll) {
419 edgeDistances = 0.5f;
420 } else {
421 edgeDistances = { (aaFlags & GrQuadAAFlags::kLeft) ? 0.5f : 0.f,
422 (aaFlags & GrQuadAAFlags::kBottom) ? 0.5f : 0.f,
423 (aaFlags & GrQuadAAFlags::kTop) ? 0.5f : 0.f,
424 (aaFlags & GrQuadAAFlags::kRight) ? 0.5f : 0.f };
425 }
426
427 // Write inner vertices first
428 float coverage[4];
429 fAAHelper.inset(edgeDistances, deviceQuad, localQuad).store(coverage);
430 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, coverage, color,
431 geomSubset, uvSubset);
432
433 // Then outer vertices, which use 0.f for their coverage. If the inset was degenerate
434 // to a line (had all coverages < 1), tweak the outset distance so the outer frame's
435 // narrow axis reaches out to 2px, which gives better animation under translation.
436 const bool hairline = aaFlags == GrQuadAAFlags::kAll &&
437 coverage[0] < 1.f &&
438 coverage[1] < 1.f &&
439 coverage[2] < 1.f &&
440 coverage[3] < 1.f;
441 if (hairline) {
442 skvx::Vec<4, float> len = fAAHelper.getEdgeLengths();
443 // Using max guards us against trying to scale a degenerate triangle edge of 0 len
444 // up to 2px. The shuffles are so that edge 0's adjustment is based on the lengths
445 // of its connecting edges (1 and 2), and so forth.
446 skvx::Vec<4, float> maxWH = max(skvx::shuffle<1, 0, 3, 2>(len),
447 skvx::shuffle<2, 3, 0, 1>(len));
448 // wh + 2e' = 2, so e' = (2 - wh) / 2 => e' = e * (2 - wh). But if w or h > 1, then
449 // 2 - wh < 1 and represents the non-narrow axis so clamp to 1.
450 edgeDistances *= max(1.f, 2.f - maxWH);
451 }
452 fAAHelper.outset(edgeDistances, deviceQuad, localQuad);
453 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kZeroCoverage, color,
454 geomSubset, uvSubset);
455 }
456 } else {
457 // No outsetting needed, just write a single quad with full coverage
458 SkASSERT(fVertexSpec.coverageMode() == CoverageMode::kNone &&
459 !fVertexSpec.requiresGeometrySubset());
460 fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kFullCoverage, color,
461 kIgnoredSubset, uvSubset);
462 }
463 }
464
GetIndexBuffer(GrMeshDrawTarget * target,IndexBufferOption indexBufferOption)465 sk_sp<const GrBuffer> GetIndexBuffer(GrMeshDrawTarget* target,
466 IndexBufferOption indexBufferOption) {
467 auto resourceProvider = target->resourceProvider();
468
469 switch (indexBufferOption) {
470 case IndexBufferOption::kPictureFramed: return resourceProvider->refAAQuadIndexBuffer();
471 case IndexBufferOption::kIndexedRects: return resourceProvider->refNonAAQuadIndexBuffer();
472 case IndexBufferOption::kTriStrips: // fall through
473 default: return nullptr;
474 }
475 }
476
QuadLimit(IndexBufferOption option)477 int QuadLimit(IndexBufferOption option) {
478 switch (option) {
479 case IndexBufferOption::kPictureFramed: return GrResourceProvider::MaxNumAAQuads();
480 case IndexBufferOption::kIndexedRects: return GrResourceProvider::MaxNumNonAAQuads();
481 case IndexBufferOption::kTriStrips: return SK_MaxS32; // not limited by an indexBuffer
482 }
483
484 SkUNREACHABLE;
485 }
486
IssueDraw(const GrCaps & caps,GrOpsRenderPass * renderPass,const VertexSpec & spec,int runningQuadCount,int quadsInDraw,int maxVerts,int absVertBufferOffset)487 void IssueDraw(const GrCaps& caps, GrOpsRenderPass* renderPass, const VertexSpec& spec,
488 int runningQuadCount, int quadsInDraw, int maxVerts, int absVertBufferOffset) {
489 if (spec.indexBufferOption() == IndexBufferOption::kTriStrips) {
490 int offset = absVertBufferOffset +
491 runningQuadCount * GrResourceProvider::NumVertsPerNonAAQuad();
492 renderPass->draw(4, offset);
493 return;
494 }
495
496 SkASSERT(spec.indexBufferOption() == IndexBufferOption::kPictureFramed ||
497 spec.indexBufferOption() == IndexBufferOption::kIndexedRects);
498
499 int maxNumQuads, numIndicesPerQuad, numVertsPerQuad;
500
501 if (spec.indexBufferOption() == IndexBufferOption::kPictureFramed) {
502 // AA uses 8 vertices and 30 indices per quad, basically nested rectangles
503 maxNumQuads = GrResourceProvider::MaxNumAAQuads();
504 numIndicesPerQuad = GrResourceProvider::NumIndicesPerAAQuad();
505 numVertsPerQuad = GrResourceProvider::NumVertsPerAAQuad();
506 } else {
507 // Non-AA uses 4 vertices and 6 indices per quad
508 maxNumQuads = GrResourceProvider::MaxNumNonAAQuads();
509 numIndicesPerQuad = GrResourceProvider::NumIndicesPerNonAAQuad();
510 numVertsPerQuad = GrResourceProvider::NumVertsPerNonAAQuad();
511 }
512
513 SkASSERT(runningQuadCount + quadsInDraw <= maxNumQuads);
514
515 if (caps.avoidLargeIndexBufferDraws()) {
516 // When we need to avoid large index buffer draws we modify the base vertex of the draw
517 // which, in GL, requires rebinding all vertex attrib arrays, so a base index is generally
518 // preferred.
519 int offset = absVertBufferOffset + runningQuadCount * numVertsPerQuad;
520
521 renderPass->drawIndexPattern(numIndicesPerQuad, quadsInDraw, maxNumQuads, numVertsPerQuad,
522 offset);
523 } else {
524 int baseIndex = runningQuadCount * numIndicesPerQuad;
525 int numIndicesToDraw = quadsInDraw * numIndicesPerQuad;
526
527 int minVertex = runningQuadCount * numVertsPerQuad;
528 int maxVertex = (runningQuadCount + quadsInDraw) * numVertsPerQuad - 1; // inclusive
529
530 renderPass->drawIndexed(numIndicesToDraw, baseIndex, minVertex, maxVertex,
531 absVertBufferOffset);
532 }
533 }
534
535 ////////////////// VertexSpec Implementation
536
deviceDimensionality() const537 int VertexSpec::deviceDimensionality() const {
538 return this->deviceQuadType() == GrQuad::Type::kPerspective ? 3 : 2;
539 }
540
localDimensionality() const541 int VertexSpec::localDimensionality() const {
542 return fHasLocalCoords ? (this->localQuadType() == GrQuad::Type::kPerspective ? 3 : 2) : 0;
543 }
544
coverageMode() const545 CoverageMode VertexSpec::coverageMode() const {
546 if (this->usesCoverageAA()) {
547 if (this->compatibleWithCoverageAsAlpha() && this->hasVertexColors() &&
548 !this->requiresGeometrySubset()) {
549 // Using a geometric subset acts as a second source of coverage and folding
550 // the original coverage into color makes it impossible to apply the color's
551 // alpha to the geometric subset's coverage when the original shape is clipped.
552 return CoverageMode::kWithColor;
553 } else {
554 return CoverageMode::kWithPosition;
555 }
556 } else {
557 return CoverageMode::kNone;
558 }
559 }
560
561 // This needs to stay in sync w/ QuadPerEdgeAAGeometryProcessor::initializeAttrs
vertexSize() const562 size_t VertexSpec::vertexSize() const {
563 bool needsPerspective = (this->deviceDimensionality() == 3);
564 CoverageMode coverageMode = this->coverageMode();
565
566 size_t count = 0;
567
568 if (coverageMode == CoverageMode::kWithPosition) {
569 if (needsPerspective) {
570 count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
571 } else {
572 count += GrVertexAttribTypeSize(kFloat2_GrVertexAttribType) +
573 GrVertexAttribTypeSize(kFloat_GrVertexAttribType);
574 }
575 } else {
576 if (needsPerspective) {
577 count += GrVertexAttribTypeSize(kFloat3_GrVertexAttribType);
578 } else {
579 count += GrVertexAttribTypeSize(kFloat2_GrVertexAttribType);
580 }
581 }
582
583 if (this->requiresGeometrySubset()) {
584 count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
585 }
586
587 count += this->localDimensionality() * GrVertexAttribTypeSize(kFloat_GrVertexAttribType);
588
589 if (ColorType::kByte == this->colorType()) {
590 count += GrVertexAttribTypeSize(kUByte4_norm_GrVertexAttribType);
591 } else if (ColorType::kFloat == this->colorType()) {
592 count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
593 }
594
595 if (this->hasSubset()) {
596 count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
597 }
598
599 return count;
600 }
601
602 ////////////////// Geometry Processor Implementation
603
604 class QuadPerEdgeAAGeometryProcessor : public GrGeometryProcessor {
605 public:
Make(SkArenaAlloc * arena,const VertexSpec & spec)606 static GrGeometryProcessor* Make(SkArenaAlloc* arena, const VertexSpec& spec) {
607 return arena->make([&](void* ptr) {
608 return new (ptr) QuadPerEdgeAAGeometryProcessor(spec);
609 });
610 }
611
Make(SkArenaAlloc * arena,const VertexSpec & vertexSpec,const GrShaderCaps & caps,const GrBackendFormat & backendFormat,GrSamplerState samplerState,const skgpu::Swizzle & swizzle,sk_sp<GrColorSpaceXform> textureColorSpaceXform,Saturate saturate)612 static GrGeometryProcessor* Make(SkArenaAlloc* arena,
613 const VertexSpec& vertexSpec,
614 const GrShaderCaps& caps,
615 const GrBackendFormat& backendFormat,
616 GrSamplerState samplerState,
617 const skgpu::Swizzle& swizzle,
618 sk_sp<GrColorSpaceXform> textureColorSpaceXform,
619 Saturate saturate) {
620 return arena->make([&](void* ptr) {
621 return new (ptr) QuadPerEdgeAAGeometryProcessor(
622 vertexSpec, caps, backendFormat, samplerState, swizzle,
623 std::move(textureColorSpaceXform), saturate);
624 });
625 }
626
name() const627 const char* name() const override { return "QuadPerEdgeAAGeometryProcessor"; }
628
addToKey(const GrShaderCaps &,KeyBuilder * b) const629 void addToKey(const GrShaderCaps&, KeyBuilder* b) const override {
630 // texturing, device-dimensions are single bit flags
631 b->addBool(fTexSubset.isInitialized(), "subset");
632 b->addBool(fSampler.isInitialized(), "textured");
633 b->addBool(fNeedsPerspective, "perspective");
634 b->addBool((fSaturate == Saturate::kYes), "saturate");
635
636 b->addBool(fLocalCoord.isInitialized(), "hasLocalCoords");
637 if (fLocalCoord.isInitialized()) {
638 // 2D (0) or 3D (1)
639 b->addBits(1, (kFloat3_GrVertexAttribType == fLocalCoord.cpuType()), "localCoordsType");
640 }
641 b->addBool(fColor.isInitialized(), "hasColor");
642 if (fColor.isInitialized()) {
643 // bytes (0) or floats (1)
644 b->addBits(1, (kFloat4_GrVertexAttribType == fColor.cpuType()), "colorType");
645 }
646 // and coverage mode, 00 for none, 01 for withposition, 10 for withcolor, 11 for
647 // position+geomsubset
648 uint32_t coverageKey = 0;
649 SkASSERT(!fGeomSubset.isInitialized() || fCoverageMode == CoverageMode::kWithPosition);
650 if (fCoverageMode != CoverageMode::kNone) {
651 coverageKey = fGeomSubset.isInitialized()
652 ? 0x3
653 : (CoverageMode::kWithPosition == fCoverageMode ? 0x1 : 0x2);
654 }
655 b->addBits(2, coverageKey, "coverageMode");
656
657 b->add32(GrColorSpaceXform::XformKey(fTextureColorSpaceXform.get()), "colorSpaceXform");
658 }
659
makeProgramImpl(const GrShaderCaps &) const660 std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const override {
661 class Impl : public ProgramImpl {
662 public:
663 void setData(const GrGLSLProgramDataManager& pdman,
664 const GrShaderCaps&,
665 const GrGeometryProcessor& geomProc) override {
666 const auto& gp = geomProc.cast<QuadPerEdgeAAGeometryProcessor>();
667 fTextureColorSpaceXformHelper.setData(pdman, gp.fTextureColorSpaceXform.get());
668 }
669
670 private:
671 void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
672 using Interpolation = GrGLSLVaryingHandler::Interpolation;
673
674 const auto& gp = args.fGeomProc.cast<QuadPerEdgeAAGeometryProcessor>();
675 fTextureColorSpaceXformHelper.emitCode(args.fUniformHandler,
676 gp.fTextureColorSpaceXform.get());
677
678 args.fVaryingHandler->emitAttributes(gp);
679
680 if (gp.fCoverageMode == CoverageMode::kWithPosition) {
681 // Strip last channel from the vertex attribute to remove coverage and get the
682 // actual position
683 if (gp.fNeedsPerspective) {
684 args.fVertBuilder->codeAppendf("float3 position = %s.xyz;",
685 gp.fPosition.name());
686 } else {
687 args.fVertBuilder->codeAppendf("float2 position = %s.xy;",
688 gp.fPosition.name());
689 }
690 gpArgs->fPositionVar = {"position",
691 gp.fNeedsPerspective ? SkSLType::kFloat3
692 : SkSLType::kFloat2,
693 GrShaderVar::TypeModifier::None};
694 } else {
695 // No coverage to eliminate
696 gpArgs->fPositionVar = gp.fPosition.asShaderVar();
697 }
698
699 // This attribute will be uninitialized if earlier FP analysis determined no
700 // local coordinates are needed (and this will not include the inline texture
701 // fetch this GP does before invoking FPs).
702 gpArgs->fLocalCoordVar = gp.fLocalCoord.asShaderVar();
703
704 // Solid color before any texturing gets modulated in
705 const char* blendDst;
706 if (gp.fColor.isInitialized()) {
707 SkASSERT(gp.fCoverageMode != CoverageMode::kWithColor || !gp.fNeedsPerspective);
708 // The color cannot be flat if the varying coverage has been modulated into it
709 args.fFragBuilder->codeAppendf("half4 %s;", args.fOutputColor);
710 args.fVaryingHandler->addPassThroughAttribute(
711 gp.fColor.asShaderVar(),
712 args.fOutputColor,
713 gp.fCoverageMode == CoverageMode::kWithColor
714 ? Interpolation::kInterpolated
715 : Interpolation::kCanBeFlat);
716 blendDst = args.fOutputColor;
717 } else {
718 // Output color must be initialized to something
719 args.fFragBuilder->codeAppendf("half4 %s = half4(1);", args.fOutputColor);
720 blendDst = nullptr;
721 }
722
723 // If there is a texture, must also handle texture coordinates and reading from
724 // the texture in the fragment shader before continuing to fragment processors.
725 if (gp.fSampler.isInitialized()) {
726 // Texture coordinates clamped by the subset on the fragment shader; if the GP
727 // has a texture, it's guaranteed to have local coordinates
728 args.fFragBuilder->codeAppend("float2 texCoord;");
729 if (gp.fLocalCoord.cpuType() == kFloat3_GrVertexAttribType) {
730 // Can't do a pass through since we need to perform perspective division
731 GrGLSLVarying v(gp.fLocalCoord.gpuType());
732 args.fVaryingHandler->addVarying(gp.fLocalCoord.name(), &v);
733 args.fVertBuilder->codeAppendf("%s = %s;",
734 v.vsOut(), gp.fLocalCoord.name());
735 args.fFragBuilder->codeAppendf("texCoord = %s.xy / %s.z;",
736 v.fsIn(), v.fsIn());
737 } else {
738 args.fVaryingHandler->addPassThroughAttribute(gp.fLocalCoord.asShaderVar(),
739 "texCoord");
740 }
741
742 // Clamp the now 2D localCoordName variable by the subset if it is provided
743 if (gp.fTexSubset.isInitialized()) {
744 args.fFragBuilder->codeAppend("float4 subset;");
745 args.fVaryingHandler->addPassThroughAttribute(gp.fTexSubset.asShaderVar(),
746 "subset",
747 Interpolation::kCanBeFlat);
748 args.fFragBuilder->codeAppend(
749 "texCoord = clamp(texCoord, subset.LT, subset.RB);");
750 }
751
752 // Now modulate the starting output color by the texture lookup
753 args.fFragBuilder->codeAppendf(
754 "%s = %s(",
755 args.fOutputColor,
756 (gp.fSaturate == Saturate::kYes) ? "saturate" : "");
757 args.fFragBuilder->appendTextureLookupAndBlend(
758 blendDst, SkBlendMode::kModulate, args.fTexSamplers[0],
759 "texCoord", &fTextureColorSpaceXformHelper);
760 args.fFragBuilder->codeAppend(");");
761 } else {
762 // Saturate is only intended for use with a proxy to account for the fact
763 // that TextureOp skips SkPaint conversion, which normally handles this.
764 SkASSERT(gp.fSaturate == Saturate::kNo);
765 }
766
767 // And lastly, output the coverage calculation code
768 if (gp.fCoverageMode == CoverageMode::kWithPosition) {
769 GrGLSLVarying coverage(SkSLType::kFloat);
770 args.fVaryingHandler->addVarying("coverage", &coverage);
771 if (gp.fNeedsPerspective) {
772 // Multiply by "W" in the vertex shader, then by 1/w (sk_FragCoord.w) in
773 // the fragment shader to get screen-space linear coverage.
774 args.fVertBuilder->codeAppendf("%s = %s.w * %s.z;",
775 coverage.vsOut(), gp.fPosition.name(),
776 gp.fPosition.name());
777 args.fFragBuilder->codeAppendf("float coverage = %s * sk_FragCoord.w;",
778 coverage.fsIn());
779 } else {
780 args.fVertBuilder->codeAppendf("%s = %s;",
781 coverage.vsOut(), gp.fCoverage.name());
782 args.fFragBuilder->codeAppendf("float coverage = %s;", coverage.fsIn());
783 }
784
785 if (gp.fGeomSubset.isInitialized()) {
786 // Calculate distance from sk_FragCoord to the 4 edges of the subset
787 // and clamp them to (0, 1). Use the minimum of these and the original
788 // coverage. This only has to be done in the exterior triangles, the
789 // interior of the quad geometry can never be clipped by the subset box.
790 args.fFragBuilder->codeAppend("float4 geoSubset;");
791 args.fVaryingHandler->addPassThroughAttribute(gp.fGeomSubset.asShaderVar(),
792 "geoSubset",
793 Interpolation::kCanBeFlat);
794 #ifdef SK_USE_LEGACY_AA_QUAD_SUBSET
795 args.fFragBuilder->codeAppend(
796 "if (coverage < 0.5) {"
797 " float4 dists4 = clamp(float4(1, 1, -1, -1) * "
798 "(sk_FragCoord.xyxy - geoSubset), 0, 1);"
799 " float2 dists2 = dists4.xy * dists4.zw;"
800 " coverage = min(coverage, dists2.x * dists2.y);"
801 "}");
802 #else
803 args.fFragBuilder->codeAppend(
804 // This is lifted from GrAARectEffect. It'd be nice if we could
805 // invoke a FP from a GP rather than duplicate this code.
806 "half4 dists4 = clamp(half4(1, 1, -1, -1) * "
807 "half4(sk_FragCoord.xyxy - geoSubset), 0, 1);\n"
808 "half2 dists2 = dists4.xy + dists4.zw - 1;\n"
809 "half subsetCoverage = dists2.x * dists2.y;\n"
810 "coverage = min(coverage, subsetCoverage);");
811 #endif
812 }
813
814 args.fFragBuilder->codeAppendf("half4 %s = half4(half(coverage));",
815 args.fOutputCoverage);
816 } else {
817 // Set coverage to 1, since it's either non-AA or the coverage was already
818 // folded into the output color
819 SkASSERT(!gp.fGeomSubset.isInitialized());
820 args.fFragBuilder->codeAppendf("const half4 %s = half4(1);",
821 args.fOutputCoverage);
822 }
823 }
824
825 GrGLSLColorSpaceXformHelper fTextureColorSpaceXformHelper;
826 };
827
828 return std::make_unique<Impl>();
829 }
830
831 private:
832 using Saturate = skgpu::ganesh::TextureOp::Saturate;
833
QuadPerEdgeAAGeometryProcessor(const VertexSpec & spec)834 QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec)
835 : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
836 , fTextureColorSpaceXform(nullptr) {
837 SkASSERT(!spec.hasSubset());
838 this->initializeAttrs(spec);
839 this->setTextureSamplerCnt(0);
840 }
841
QuadPerEdgeAAGeometryProcessor(const VertexSpec & spec,const GrShaderCaps & caps,const GrBackendFormat & backendFormat,GrSamplerState samplerState,const skgpu::Swizzle & swizzle,sk_sp<GrColorSpaceXform> textureColorSpaceXform,Saturate saturate)842 QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec,
843 const GrShaderCaps& caps,
844 const GrBackendFormat& backendFormat,
845 GrSamplerState samplerState,
846 const skgpu::Swizzle& swizzle,
847 sk_sp<GrColorSpaceXform> textureColorSpaceXform,
848 Saturate saturate)
849 : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
850 , fSaturate(saturate)
851 , fTextureColorSpaceXform(std::move(textureColorSpaceXform))
852 , fSampler(samplerState, backendFormat, swizzle) {
853 SkASSERT(spec.hasLocalCoords());
854 this->initializeAttrs(spec);
855 this->setTextureSamplerCnt(1);
856 }
857
858 // This needs to stay in sync w/ VertexSpec::vertexSize
initializeAttrs(const VertexSpec & spec)859 void initializeAttrs(const VertexSpec& spec) {
860 fNeedsPerspective = spec.deviceDimensionality() == 3;
861 fCoverageMode = spec.coverageMode();
862
863 if (fCoverageMode == CoverageMode::kWithPosition) {
864 if (fNeedsPerspective) {
865 fPosition = {"positionWithCoverage", kFloat4_GrVertexAttribType, SkSLType::kFloat4};
866 } else {
867 fPosition = {"position", kFloat2_GrVertexAttribType, SkSLType::kFloat2};
868 fCoverage = {"coverage", kFloat_GrVertexAttribType, SkSLType::kFloat};
869 }
870 } else {
871 if (fNeedsPerspective) {
872 fPosition = {"position", kFloat3_GrVertexAttribType, SkSLType::kFloat3};
873 } else {
874 fPosition = {"position", kFloat2_GrVertexAttribType, SkSLType::kFloat2};
875 }
876 }
877
878 // Need a geometry subset when the quads are AA and not rectilinear, since their AA
879 // outsetting can go beyond a half pixel.
880 if (spec.requiresGeometrySubset()) {
881 fGeomSubset = {"geomSubset", kFloat4_GrVertexAttribType, SkSLType::kFloat4};
882 }
883
884 int localDim = spec.localDimensionality();
885 if (localDim == 3) {
886 fLocalCoord = {"localCoord", kFloat3_GrVertexAttribType, SkSLType::kFloat3};
887 } else if (localDim == 2) {
888 fLocalCoord = {"localCoord", kFloat2_GrVertexAttribType, SkSLType::kFloat2};
889 } // else localDim == 0 and attribute remains uninitialized
890
891 if (spec.hasVertexColors()) {
892 fColor = MakeColorAttribute("color", ColorType::kFloat == spec.colorType());
893 }
894
895 if (spec.hasSubset()) {
896 fTexSubset = {"texSubset", kFloat4_GrVertexAttribType, SkSLType::kFloat4};
897 }
898
899 this->setVertexAttributesWithImplicitOffsets(&fPosition, 6);
900 }
901
onTextureSampler(int) const902 const TextureSampler& onTextureSampler(int) const override { return fSampler; }
903
904 Attribute fPosition; // May contain coverage as last channel
905 Attribute fCoverage; // Used for non-perspective position to avoid Intel Metal issues
906 Attribute fColor; // May have coverage modulated in if the FPs support it
907 Attribute fLocalCoord;
908 Attribute fGeomSubset; // Screen-space bounding box on geometry+aa outset
909 Attribute fTexSubset; // Texture-space bounding box on local coords
910
911 // The positions attribute may have coverage built into it, so float3 is an ambiguous type
912 // and may mean 2d with coverage, or 3d with no coverage
913 bool fNeedsPerspective;
914 // Should saturate() be called on the color? Only relevant when created with a texture.
915 Saturate fSaturate = Saturate::kNo;
916 CoverageMode fCoverageMode;
917
918 // Color space will be null and fSampler.isInitialized() returns false when the GP is configured
919 // to skip texturing.
920 sk_sp<GrColorSpaceXform> fTextureColorSpaceXform;
921 TextureSampler fSampler;
922
923 using INHERITED = GrGeometryProcessor;
924 };
925
MakeProcessor(SkArenaAlloc * arena,const VertexSpec & spec)926 GrGeometryProcessor* MakeProcessor(SkArenaAlloc* arena, const VertexSpec& spec) {
927 return QuadPerEdgeAAGeometryProcessor::Make(arena, spec);
928 }
929
MakeTexturedProcessor(SkArenaAlloc * arena,const VertexSpec & spec,const GrShaderCaps & caps,const GrBackendFormat & backendFormat,GrSamplerState samplerState,const skgpu::Swizzle & swizzle,sk_sp<GrColorSpaceXform> textureColorSpaceXform,Saturate saturate)930 GrGeometryProcessor* MakeTexturedProcessor(SkArenaAlloc* arena,
931 const VertexSpec& spec,
932 const GrShaderCaps& caps,
933 const GrBackendFormat& backendFormat,
934 GrSamplerState samplerState,
935 const skgpu::Swizzle& swizzle,
936 sk_sp<GrColorSpaceXform> textureColorSpaceXform,
937 Saturate saturate) {
938 return QuadPerEdgeAAGeometryProcessor::Make(arena, spec, caps, backendFormat, samplerState,
939 swizzle, std::move(textureColorSpaceXform),
940 saturate);
941 }
942
943 } // namespace skgpu::v1::QuadPerEdgeAA
944