1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2019 Google LLC.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/ops/PathInnerTriangulateOp.h"
8*c8dee2aaSAndroid Build Coastguard Worker
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPathTypes.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrRecordingContext.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAlignedStorage.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkOnce.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkArenaAlloc.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkSLTypeShared.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ResourceKey.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrAppliedClip.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrEagerVertexAllocator.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrGeometryProcessor.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrOpFlushState.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrPipeline.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrProcessorAnalysis.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrProgramInfo.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrRecordingContextPriv.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrRenderTargetProxy.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrResourceProvider.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrShaderCaps.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrShaderVar.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrSurfaceProxyView.h"
30*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrUserStencilSettings.h"
31*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h"
32*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/ops/FillPathFlags.h"
33*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/tessellate/GrPathTessellationShader.h"
34*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/tessellate/PathTessellator.h"
35*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/tessellate/Tessellation.h"
36*c8dee2aaSAndroid Build Coastguard Worker
37*c8dee2aaSAndroid Build Coastguard Worker #include <memory>
38*c8dee2aaSAndroid Build Coastguard Worker
39*c8dee2aaSAndroid Build Coastguard Worker class GrGLSLVaryingHandler;
40*c8dee2aaSAndroid Build Coastguard Worker
41*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu {
42*c8dee2aaSAndroid Build Coastguard Worker class KeyBuilder;
43*c8dee2aaSAndroid Build Coastguard Worker }
44*c8dee2aaSAndroid Build Coastguard Worker
45*c8dee2aaSAndroid Build Coastguard Worker using namespace skia_private;
46*c8dee2aaSAndroid Build Coastguard Worker
47*c8dee2aaSAndroid Build Coastguard Worker #if !defined(SK_ENABLE_OPTIMIZE_SIZE)
48*c8dee2aaSAndroid Build Coastguard Worker
49*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::ganesh {
50*c8dee2aaSAndroid Build Coastguard Worker
51*c8dee2aaSAndroid Build Coastguard Worker namespace {
52*c8dee2aaSAndroid Build Coastguard Worker
53*c8dee2aaSAndroid Build Coastguard Worker // Fills an array of convex hulls surrounding 4-point cubic or conic instances. This shader is used
54*c8dee2aaSAndroid Build Coastguard Worker // for the "cover" pass after the curves have been fully stencilled.
55*c8dee2aaSAndroid Build Coastguard Worker class HullShader : public GrPathTessellationShader {
56*c8dee2aaSAndroid Build Coastguard Worker public:
HullShader(const SkMatrix & viewMatrix,SkPMColor4f color,const GrShaderCaps & shaderCaps)57*c8dee2aaSAndroid Build Coastguard Worker HullShader(const SkMatrix& viewMatrix, SkPMColor4f color, const GrShaderCaps& shaderCaps)
58*c8dee2aaSAndroid Build Coastguard Worker : GrPathTessellationShader(kTessellate_HullShader_ClassID,
59*c8dee2aaSAndroid Build Coastguard Worker GrPrimitiveType::kTriangleStrip,
60*c8dee2aaSAndroid Build Coastguard Worker viewMatrix,
61*c8dee2aaSAndroid Build Coastguard Worker color,
62*c8dee2aaSAndroid Build Coastguard Worker PatchAttribs::kNone) {
63*c8dee2aaSAndroid Build Coastguard Worker fInstanceAttribs.emplace_back("p01", kFloat4_GrVertexAttribType, SkSLType::kFloat4);
64*c8dee2aaSAndroid Build Coastguard Worker fInstanceAttribs.emplace_back("p23", kFloat4_GrVertexAttribType, SkSLType::kFloat4);
65*c8dee2aaSAndroid Build Coastguard Worker if (!shaderCaps.fInfinitySupport) {
66*c8dee2aaSAndroid Build Coastguard Worker // A conic curve is written out with p3=[w,Infinity], but GPUs that don't support
67*c8dee2aaSAndroid Build Coastguard Worker // infinity can't detect this. On these platforms we also write out an extra float with
68*c8dee2aaSAndroid Build Coastguard Worker // each patch that explicitly tells the shader what type of curve it is.
69*c8dee2aaSAndroid Build Coastguard Worker fInstanceAttribs.emplace_back("curveType", kFloat_GrVertexAttribType, SkSLType::kFloat);
70*c8dee2aaSAndroid Build Coastguard Worker }
71*c8dee2aaSAndroid Build Coastguard Worker this->setInstanceAttributesWithImplicitOffsets(fInstanceAttribs.data(),
72*c8dee2aaSAndroid Build Coastguard Worker fInstanceAttribs.size());
73*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fInstanceAttribs.size() <= kMaxInstanceAttribCount);
74*c8dee2aaSAndroid Build Coastguard Worker
75*c8dee2aaSAndroid Build Coastguard Worker if (!shaderCaps.fVertexIDSupport) {
76*c8dee2aaSAndroid Build Coastguard Worker constexpr static Attribute kVertexIdxAttrib("vertexidx", kFloat_GrVertexAttribType,
77*c8dee2aaSAndroid Build Coastguard Worker SkSLType::kFloat);
78*c8dee2aaSAndroid Build Coastguard Worker this->setVertexAttributesWithImplicitOffsets(&kVertexIdxAttrib, 1);
79*c8dee2aaSAndroid Build Coastguard Worker }
80*c8dee2aaSAndroid Build Coastguard Worker }
81*c8dee2aaSAndroid Build Coastguard Worker
82*c8dee2aaSAndroid Build Coastguard Worker private:
name() const83*c8dee2aaSAndroid Build Coastguard Worker const char* name() const final { return "tessellate_HullShader"; }
addToKey(const GrShaderCaps &,KeyBuilder *) const84*c8dee2aaSAndroid Build Coastguard Worker void addToKey(const GrShaderCaps&, KeyBuilder*) const final {}
85*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const final;
86*c8dee2aaSAndroid Build Coastguard Worker
87*c8dee2aaSAndroid Build Coastguard Worker constexpr static int kMaxInstanceAttribCount = 3;
88*c8dee2aaSAndroid Build Coastguard Worker STArray<kMaxInstanceAttribCount, Attribute> fInstanceAttribs;
89*c8dee2aaSAndroid Build Coastguard Worker };
90*c8dee2aaSAndroid Build Coastguard Worker
makeProgramImpl(const GrShaderCaps &) const91*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<GrGeometryProcessor::ProgramImpl> HullShader::makeProgramImpl(
92*c8dee2aaSAndroid Build Coastguard Worker const GrShaderCaps&) const {
93*c8dee2aaSAndroid Build Coastguard Worker class Impl : public GrPathTessellationShader::Impl {
94*c8dee2aaSAndroid Build Coastguard Worker void emitVertexCode(const GrShaderCaps& shaderCaps,
95*c8dee2aaSAndroid Build Coastguard Worker const GrPathTessellationShader&,
96*c8dee2aaSAndroid Build Coastguard Worker GrGLSLVertexBuilder* v,
97*c8dee2aaSAndroid Build Coastguard Worker GrGLSLVaryingHandler*,
98*c8dee2aaSAndroid Build Coastguard Worker GrGPArgs* gpArgs) override {
99*c8dee2aaSAndroid Build Coastguard Worker if (shaderCaps.fInfinitySupport) {
100*c8dee2aaSAndroid Build Coastguard Worker v->insertFunction(
101*c8dee2aaSAndroid Build Coastguard Worker "bool is_conic_curve() { return isinf(p23.w); }"
102*c8dee2aaSAndroid Build Coastguard Worker "bool is_non_triangular_conic_curve() {"
103*c8dee2aaSAndroid Build Coastguard Worker // We consider a conic non-triangular as long as its weight isn't infinity.
104*c8dee2aaSAndroid Build Coastguard Worker // NOTE: "isinf == false" works on Mac Radeon GLSL; "!isinf" can get the wrong
105*c8dee2aaSAndroid Build Coastguard Worker // answer.
106*c8dee2aaSAndroid Build Coastguard Worker "return isinf(p23.z) == false;"
107*c8dee2aaSAndroid Build Coastguard Worker "}"
108*c8dee2aaSAndroid Build Coastguard Worker );
109*c8dee2aaSAndroid Build Coastguard Worker } else {
110*c8dee2aaSAndroid Build Coastguard Worker v->insertFunction(SkStringPrintf(
111*c8dee2aaSAndroid Build Coastguard Worker "bool is_conic_curve() { return curveType != %g; }",
112*c8dee2aaSAndroid Build Coastguard Worker tess::kCubicCurveType).c_str());
113*c8dee2aaSAndroid Build Coastguard Worker v->insertFunction(SkStringPrintf(
114*c8dee2aaSAndroid Build Coastguard Worker "bool is_non_triangular_conic_curve() {"
115*c8dee2aaSAndroid Build Coastguard Worker "return curveType == %g;"
116*c8dee2aaSAndroid Build Coastguard Worker "}", tess::kConicCurveType).c_str());
117*c8dee2aaSAndroid Build Coastguard Worker }
118*c8dee2aaSAndroid Build Coastguard Worker v->codeAppend(
119*c8dee2aaSAndroid Build Coastguard Worker "float2 p0=p01.xy, p1=p01.zw, p2=p23.xy, p3=p23.zw;"
120*c8dee2aaSAndroid Build Coastguard Worker "if (is_conic_curve()) {"
121*c8dee2aaSAndroid Build Coastguard Worker // Conics are 3 points, with the weight in p3.
122*c8dee2aaSAndroid Build Coastguard Worker "float w = p3.x;"
123*c8dee2aaSAndroid Build Coastguard Worker "p3 = p2;" // Duplicate the endpoint for shared code that also runs on cubics.
124*c8dee2aaSAndroid Build Coastguard Worker "if (is_non_triangular_conic_curve()) {"
125*c8dee2aaSAndroid Build Coastguard Worker // Convert the points to a trapeziodal hull that circumcscribes the conic.
126*c8dee2aaSAndroid Build Coastguard Worker "float2 p1w = p1 * w;"
127*c8dee2aaSAndroid Build Coastguard Worker "float T = .51;" // Bias outward a bit to ensure we cover the outermost samples.
128*c8dee2aaSAndroid Build Coastguard Worker "float2 c1 = mix(p0, p1w, T);"
129*c8dee2aaSAndroid Build Coastguard Worker "float2 c2 = mix(p2, p1w, T);"
130*c8dee2aaSAndroid Build Coastguard Worker "float iw = 1 / mix(1, w, T);"
131*c8dee2aaSAndroid Build Coastguard Worker "p2 = c2 * iw;"
132*c8dee2aaSAndroid Build Coastguard Worker "p1 = c1 * iw;"
133*c8dee2aaSAndroid Build Coastguard Worker "}"
134*c8dee2aaSAndroid Build Coastguard Worker "}"
135*c8dee2aaSAndroid Build Coastguard Worker
136*c8dee2aaSAndroid Build Coastguard Worker // Translate the points to v0..3 where v0=0.
137*c8dee2aaSAndroid Build Coastguard Worker "float2 v1 = p1 - p0;"
138*c8dee2aaSAndroid Build Coastguard Worker "float2 v2 = p2 - p0;"
139*c8dee2aaSAndroid Build Coastguard Worker "float2 v3 = p3 - p0;"
140*c8dee2aaSAndroid Build Coastguard Worker
141*c8dee2aaSAndroid Build Coastguard Worker // Reorder the points so v2 bisects v1 and v3.
142*c8dee2aaSAndroid Build Coastguard Worker "if (sign(cross_length_2d(v2, v1)) == sign(cross_length_2d(v2, v3))) {"
143*c8dee2aaSAndroid Build Coastguard Worker "float2 tmp = p2;"
144*c8dee2aaSAndroid Build Coastguard Worker "if (sign(cross_length_2d(v1, v2)) != sign(cross_length_2d(v1, v3))) {"
145*c8dee2aaSAndroid Build Coastguard Worker "p2 = p1;" // swap(p2, p1)
146*c8dee2aaSAndroid Build Coastguard Worker "p1 = tmp;"
147*c8dee2aaSAndroid Build Coastguard Worker "} else {"
148*c8dee2aaSAndroid Build Coastguard Worker "p2 = p3;" // swap(p2, p3)
149*c8dee2aaSAndroid Build Coastguard Worker "p3 = tmp;"
150*c8dee2aaSAndroid Build Coastguard Worker "}"
151*c8dee2aaSAndroid Build Coastguard Worker "}"
152*c8dee2aaSAndroid Build Coastguard Worker );
153*c8dee2aaSAndroid Build Coastguard Worker
154*c8dee2aaSAndroid Build Coastguard Worker if (shaderCaps.fVertexIDSupport) {
155*c8dee2aaSAndroid Build Coastguard Worker // If we don't have sk_VertexID support then "vertexidx" already came in as a
156*c8dee2aaSAndroid Build Coastguard Worker // vertex attrib.
157*c8dee2aaSAndroid Build Coastguard Worker v->codeAppend(
158*c8dee2aaSAndroid Build Coastguard Worker // sk_VertexID comes in fan order. Convert to strip order.
159*c8dee2aaSAndroid Build Coastguard Worker "int vertexidx = sk_VertexID;"
160*c8dee2aaSAndroid Build Coastguard Worker "vertexidx ^= vertexidx >> 1;");
161*c8dee2aaSAndroid Build Coastguard Worker }
162*c8dee2aaSAndroid Build Coastguard Worker
163*c8dee2aaSAndroid Build Coastguard Worker v->codeAppend(
164*c8dee2aaSAndroid Build Coastguard Worker // Find the "turn direction" of each corner and net turn direction.
165*c8dee2aaSAndroid Build Coastguard Worker "float vertexdir = 0;"
166*c8dee2aaSAndroid Build Coastguard Worker "float netdir = 0;"
167*c8dee2aaSAndroid Build Coastguard Worker "float2 prev, next;"
168*c8dee2aaSAndroid Build Coastguard Worker "float dir;"
169*c8dee2aaSAndroid Build Coastguard Worker "float2 localcoord;"
170*c8dee2aaSAndroid Build Coastguard Worker "float2 nextcoord;"
171*c8dee2aaSAndroid Build Coastguard Worker );
172*c8dee2aaSAndroid Build Coastguard Worker
173*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < 4; ++i) {
174*c8dee2aaSAndroid Build Coastguard Worker v->codeAppendf(
175*c8dee2aaSAndroid Build Coastguard Worker "prev = p%i - p%i;", i, (i + 3) % 4);
176*c8dee2aaSAndroid Build Coastguard Worker v->codeAppendf(
177*c8dee2aaSAndroid Build Coastguard Worker "next = p%i - p%i;", (i + 1) % 4, i);
178*c8dee2aaSAndroid Build Coastguard Worker v->codeAppendf(
179*c8dee2aaSAndroid Build Coastguard Worker "dir = sign(cross_length_2d(prev, next));"
180*c8dee2aaSAndroid Build Coastguard Worker "if (vertexidx == %i) {"
181*c8dee2aaSAndroid Build Coastguard Worker "vertexdir = dir;"
182*c8dee2aaSAndroid Build Coastguard Worker "localcoord = p%i;"
183*c8dee2aaSAndroid Build Coastguard Worker "nextcoord = p%i;"
184*c8dee2aaSAndroid Build Coastguard Worker "}"
185*c8dee2aaSAndroid Build Coastguard Worker "netdir += dir;", i, i, (i + 1) % 4);
186*c8dee2aaSAndroid Build Coastguard Worker }
187*c8dee2aaSAndroid Build Coastguard Worker
188*c8dee2aaSAndroid Build Coastguard Worker v->codeAppend(
189*c8dee2aaSAndroid Build Coastguard Worker // Remove the non-convex vertex, if any.
190*c8dee2aaSAndroid Build Coastguard Worker "if (vertexdir != sign(netdir)) {"
191*c8dee2aaSAndroid Build Coastguard Worker "localcoord = nextcoord;"
192*c8dee2aaSAndroid Build Coastguard Worker "}"
193*c8dee2aaSAndroid Build Coastguard Worker
194*c8dee2aaSAndroid Build Coastguard Worker "float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;");
195*c8dee2aaSAndroid Build Coastguard Worker gpArgs->fLocalCoordVar.set(SkSLType::kFloat2, "localcoord");
196*c8dee2aaSAndroid Build Coastguard Worker gpArgs->fPositionVar.set(SkSLType::kFloat2, "vertexpos");
197*c8dee2aaSAndroid Build Coastguard Worker }
198*c8dee2aaSAndroid Build Coastguard Worker };
199*c8dee2aaSAndroid Build Coastguard Worker return std::make_unique<Impl>();
200*c8dee2aaSAndroid Build Coastguard Worker }
201*c8dee2aaSAndroid Build Coastguard Worker
202*c8dee2aaSAndroid Build Coastguard Worker } // anonymous namespace
203*c8dee2aaSAndroid Build Coastguard Worker
visitProxies(const GrVisitProxyFunc & func) const204*c8dee2aaSAndroid Build Coastguard Worker void PathInnerTriangulateOp::visitProxies(const GrVisitProxyFunc& func) const {
205*c8dee2aaSAndroid Build Coastguard Worker if (fPipelineForFills) {
206*c8dee2aaSAndroid Build Coastguard Worker fPipelineForFills->visitProxies(func);
207*c8dee2aaSAndroid Build Coastguard Worker } else {
208*c8dee2aaSAndroid Build Coastguard Worker fProcessors.visitProxies(func);
209*c8dee2aaSAndroid Build Coastguard Worker }
210*c8dee2aaSAndroid Build Coastguard Worker }
211*c8dee2aaSAndroid Build Coastguard Worker
fixedFunctionFlags() const212*c8dee2aaSAndroid Build Coastguard Worker GrDrawOp::FixedFunctionFlags PathInnerTriangulateOp::fixedFunctionFlags() const {
213*c8dee2aaSAndroid Build Coastguard Worker auto flags = FixedFunctionFlags::kUsesStencil;
214*c8dee2aaSAndroid Build Coastguard Worker if (GrAAType::kNone != fAAType) {
215*c8dee2aaSAndroid Build Coastguard Worker flags |= FixedFunctionFlags::kUsesHWAA;
216*c8dee2aaSAndroid Build Coastguard Worker }
217*c8dee2aaSAndroid Build Coastguard Worker return flags;
218*c8dee2aaSAndroid Build Coastguard Worker }
219*c8dee2aaSAndroid Build Coastguard Worker
finalize(const GrCaps & caps,const GrAppliedClip * clip,GrClampType clampType)220*c8dee2aaSAndroid Build Coastguard Worker GrProcessorSet::Analysis PathInnerTriangulateOp::finalize(const GrCaps& caps,
221*c8dee2aaSAndroid Build Coastguard Worker const GrAppliedClip* clip,
222*c8dee2aaSAndroid Build Coastguard Worker GrClampType clampType) {
223*c8dee2aaSAndroid Build Coastguard Worker return fProcessors.finalize(fColor, GrProcessorAnalysisCoverage::kNone, clip, nullptr, caps,
224*c8dee2aaSAndroid Build Coastguard Worker clampType, &fColor);
225*c8dee2aaSAndroid Build Coastguard Worker }
226*c8dee2aaSAndroid Build Coastguard Worker
pushFanStencilProgram(const GrTessellationShader::ProgramArgs & args,const GrPipeline * pipelineForStencils,const GrUserStencilSettings * stencil)227*c8dee2aaSAndroid Build Coastguard Worker void PathInnerTriangulateOp::pushFanStencilProgram(const GrTessellationShader::ProgramArgs& args,
228*c8dee2aaSAndroid Build Coastguard Worker const GrPipeline* pipelineForStencils,
229*c8dee2aaSAndroid Build Coastguard Worker const GrUserStencilSettings* stencil) {
230*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(pipelineForStencils);
231*c8dee2aaSAndroid Build Coastguard Worker auto shader = GrPathTessellationShader::MakeSimpleTriangleShader(args.fArena, fViewMatrix,
232*c8dee2aaSAndroid Build Coastguard Worker SK_PMColor4fTRANSPARENT);
233*c8dee2aaSAndroid Build Coastguard Worker fFanPrograms.push_back(GrTessellationShader::MakeProgram(args, shader, pipelineForStencils,
234*c8dee2aaSAndroid Build Coastguard Worker stencil)); }
235*c8dee2aaSAndroid Build Coastguard Worker
pushFanFillProgram(const GrTessellationShader::ProgramArgs & args,const GrUserStencilSettings * stencil)236*c8dee2aaSAndroid Build Coastguard Worker void PathInnerTriangulateOp::pushFanFillProgram(const GrTessellationShader::ProgramArgs& args,
237*c8dee2aaSAndroid Build Coastguard Worker const GrUserStencilSettings* stencil) {
238*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fPipelineForFills);
239*c8dee2aaSAndroid Build Coastguard Worker auto shader = GrPathTessellationShader::MakeSimpleTriangleShader(args.fArena, fViewMatrix,
240*c8dee2aaSAndroid Build Coastguard Worker fColor);
241*c8dee2aaSAndroid Build Coastguard Worker fFanPrograms.push_back(GrTessellationShader::MakeProgram(args, shader, fPipelineForFills,
242*c8dee2aaSAndroid Build Coastguard Worker stencil));
243*c8dee2aaSAndroid Build Coastguard Worker }
244*c8dee2aaSAndroid Build Coastguard Worker
prePreparePrograms(const GrTessellationShader::ProgramArgs & args,GrAppliedClip && appliedClip)245*c8dee2aaSAndroid Build Coastguard Worker void PathInnerTriangulateOp::prePreparePrograms(const GrTessellationShader::ProgramArgs& args,
246*c8dee2aaSAndroid Build Coastguard Worker GrAppliedClip&& appliedClip) {
247*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fFanTriangulator);
248*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fFanPolys);
249*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fPipelineForFills);
250*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fTessellator);
251*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fStencilCurvesProgram);
252*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fFanPrograms.empty());
253*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fCoverHullsProgram);
254*c8dee2aaSAndroid Build Coastguard Worker
255*c8dee2aaSAndroid Build Coastguard Worker if (fPath.countVerbs() <= 0) {
256*c8dee2aaSAndroid Build Coastguard Worker return;
257*c8dee2aaSAndroid Build Coastguard Worker }
258*c8dee2aaSAndroid Build Coastguard Worker
259*c8dee2aaSAndroid Build Coastguard Worker // If using wireframe, we have to fall back on a standard Redbook "stencil then cover" algorithm
260*c8dee2aaSAndroid Build Coastguard Worker // instead of bypassing the stencil buffer to fill the fan directly.
261*c8dee2aaSAndroid Build Coastguard Worker bool forceRedbookStencilPass =
262*c8dee2aaSAndroid Build Coastguard Worker (fPathFlags & (FillPathFlags::kStencilOnly | FillPathFlags::kWireframe));
263*c8dee2aaSAndroid Build Coastguard Worker bool doFill = !(fPathFlags & FillPathFlags::kStencilOnly);
264*c8dee2aaSAndroid Build Coastguard Worker
265*c8dee2aaSAndroid Build Coastguard Worker bool isLinear;
266*c8dee2aaSAndroid Build Coastguard Worker fFanTriangulator = args.fArena->make<GrInnerFanTriangulator>(fPath, args.fArena);
267*c8dee2aaSAndroid Build Coastguard Worker fFanPolys = fFanTriangulator->pathToPolys(&fFanBreadcrumbs, &isLinear);
268*c8dee2aaSAndroid Build Coastguard Worker
269*c8dee2aaSAndroid Build Coastguard Worker // Create a pipeline for stencil passes if needed.
270*c8dee2aaSAndroid Build Coastguard Worker const GrPipeline* pipelineForStencils = nullptr;
271*c8dee2aaSAndroid Build Coastguard Worker if (forceRedbookStencilPass || !isLinear) { // Curves always get stencilled.
272*c8dee2aaSAndroid Build Coastguard Worker auto pipelineFlags = (fPathFlags & FillPathFlags::kWireframe)
273*c8dee2aaSAndroid Build Coastguard Worker ? GrPipeline::InputFlags::kWireframe
274*c8dee2aaSAndroid Build Coastguard Worker : GrPipeline::InputFlags::kNone;
275*c8dee2aaSAndroid Build Coastguard Worker pipelineForStencils = GrPathTessellationShader::MakeStencilOnlyPipeline(
276*c8dee2aaSAndroid Build Coastguard Worker args, fAAType, appliedClip.hardClip(), pipelineFlags);
277*c8dee2aaSAndroid Build Coastguard Worker }
278*c8dee2aaSAndroid Build Coastguard Worker
279*c8dee2aaSAndroid Build Coastguard Worker // Create a pipeline for fill passes if needed.
280*c8dee2aaSAndroid Build Coastguard Worker if (doFill) {
281*c8dee2aaSAndroid Build Coastguard Worker fPipelineForFills = GrTessellationShader::MakePipeline(args, fAAType,
282*c8dee2aaSAndroid Build Coastguard Worker std::move(appliedClip),
283*c8dee2aaSAndroid Build Coastguard Worker std::move(fProcessors));
284*c8dee2aaSAndroid Build Coastguard Worker }
285*c8dee2aaSAndroid Build Coastguard Worker
286*c8dee2aaSAndroid Build Coastguard Worker // Pass 1: Tessellate the outer curves into the stencil buffer.
287*c8dee2aaSAndroid Build Coastguard Worker if (!isLinear) {
288*c8dee2aaSAndroid Build Coastguard Worker fTessellator = PathCurveTessellator::Make(args.fArena,
289*c8dee2aaSAndroid Build Coastguard Worker args.fCaps->shaderCaps()->fInfinitySupport);
290*c8dee2aaSAndroid Build Coastguard Worker auto* tessShader = GrPathTessellationShader::Make(*args.fCaps->shaderCaps(),
291*c8dee2aaSAndroid Build Coastguard Worker args.fArena,
292*c8dee2aaSAndroid Build Coastguard Worker fViewMatrix,
293*c8dee2aaSAndroid Build Coastguard Worker SK_PMColor4fTRANSPARENT,
294*c8dee2aaSAndroid Build Coastguard Worker fTessellator->patchAttribs());
295*c8dee2aaSAndroid Build Coastguard Worker const GrUserStencilSettings* stencilPathSettings =
296*c8dee2aaSAndroid Build Coastguard Worker GrPathTessellationShader::StencilPathSettings(GrFillRuleForSkPath(fPath));
297*c8dee2aaSAndroid Build Coastguard Worker fStencilCurvesProgram = GrTessellationShader::MakeProgram(args,
298*c8dee2aaSAndroid Build Coastguard Worker tessShader,
299*c8dee2aaSAndroid Build Coastguard Worker pipelineForStencils,
300*c8dee2aaSAndroid Build Coastguard Worker stencilPathSettings);
301*c8dee2aaSAndroid Build Coastguard Worker }
302*c8dee2aaSAndroid Build Coastguard Worker
303*c8dee2aaSAndroid Build Coastguard Worker // Pass 2: Fill the path's inner fan with a stencil test against the curves.
304*c8dee2aaSAndroid Build Coastguard Worker if (fFanPolys) {
305*c8dee2aaSAndroid Build Coastguard Worker if (forceRedbookStencilPass) {
306*c8dee2aaSAndroid Build Coastguard Worker // Use a standard Redbook "stencil then cover" algorithm instead of bypassing the
307*c8dee2aaSAndroid Build Coastguard Worker // stencil buffer to fill the fan directly.
308*c8dee2aaSAndroid Build Coastguard Worker const GrUserStencilSettings* stencilPathSettings =
309*c8dee2aaSAndroid Build Coastguard Worker GrPathTessellationShader::StencilPathSettings(GrFillRuleForSkPath(fPath));
310*c8dee2aaSAndroid Build Coastguard Worker this->pushFanStencilProgram(args, pipelineForStencils, stencilPathSettings);
311*c8dee2aaSAndroid Build Coastguard Worker if (doFill) {
312*c8dee2aaSAndroid Build Coastguard Worker this->pushFanFillProgram(args,
313*c8dee2aaSAndroid Build Coastguard Worker GrPathTessellationShader::TestAndResetStencilSettings());
314*c8dee2aaSAndroid Build Coastguard Worker }
315*c8dee2aaSAndroid Build Coastguard Worker } else if (isLinear) {
316*c8dee2aaSAndroid Build Coastguard Worker // There are no outer curves! Ignore stencil and fill the path directly.
317*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!pipelineForStencils);
318*c8dee2aaSAndroid Build Coastguard Worker this->pushFanFillProgram(args, &GrUserStencilSettings::kUnused);
319*c8dee2aaSAndroid Build Coastguard Worker } else if (!fPipelineForFills->hasStencilClip()) {
320*c8dee2aaSAndroid Build Coastguard Worker // These are a twist on the standard Redbook stencil settings that allow us to fill the
321*c8dee2aaSAndroid Build Coastguard Worker // inner polygon directly to the final render target. By the time these programs
322*c8dee2aaSAndroid Build Coastguard Worker // execute, the outer curves will already be stencilled in. So if the stencil value is
323*c8dee2aaSAndroid Build Coastguard Worker // zero, then it means the sample in question is not affected by any curves and we can
324*c8dee2aaSAndroid Build Coastguard Worker // fill it in directly. If the stencil value is nonzero, then we don't fill and instead
325*c8dee2aaSAndroid Build Coastguard Worker // continue the standard Redbook counting process.
326*c8dee2aaSAndroid Build Coastguard Worker constexpr static GrUserStencilSettings kFillOrIncrDecrStencil(
327*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilSettings::StaticInitSeparate<
328*c8dee2aaSAndroid Build Coastguard Worker 0x0000, 0x0000,
329*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilTest::kEqual, GrUserStencilTest::kEqual,
330*c8dee2aaSAndroid Build Coastguard Worker 0xffff, 0xffff,
331*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilOp::kKeep, GrUserStencilOp::kKeep,
332*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilOp::kIncWrap, GrUserStencilOp::kDecWrap,
333*c8dee2aaSAndroid Build Coastguard Worker 0xffff, 0xffff>());
334*c8dee2aaSAndroid Build Coastguard Worker
335*c8dee2aaSAndroid Build Coastguard Worker constexpr static GrUserStencilSettings kFillOrInvertStencil(
336*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilSettings::StaticInit<
337*c8dee2aaSAndroid Build Coastguard Worker 0x0000,
338*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilTest::kEqual,
339*c8dee2aaSAndroid Build Coastguard Worker 0xffff,
340*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilOp::kKeep,
341*c8dee2aaSAndroid Build Coastguard Worker // "Zero" instead of "Invert" because the fan only touches any given pixel once.
342*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilOp::kZero,
343*c8dee2aaSAndroid Build Coastguard Worker 0xffff>());
344*c8dee2aaSAndroid Build Coastguard Worker
345*c8dee2aaSAndroid Build Coastguard Worker auto* stencil = (fPath.getFillType() == SkPathFillType::kWinding)
346*c8dee2aaSAndroid Build Coastguard Worker ? &kFillOrIncrDecrStencil
347*c8dee2aaSAndroid Build Coastguard Worker : &kFillOrInvertStencil;
348*c8dee2aaSAndroid Build Coastguard Worker this->pushFanFillProgram(args, stencil);
349*c8dee2aaSAndroid Build Coastguard Worker } else {
350*c8dee2aaSAndroid Build Coastguard Worker // This is the same idea as above, but we use two passes instead of one because there is
351*c8dee2aaSAndroid Build Coastguard Worker // a stencil clip. The stencil test isn't expressive enough to do the above tests and
352*c8dee2aaSAndroid Build Coastguard Worker // also check the clip bit in a single pass.
353*c8dee2aaSAndroid Build Coastguard Worker constexpr static GrUserStencilSettings kFillIfZeroAndInClip(
354*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilSettings::StaticInit<
355*c8dee2aaSAndroid Build Coastguard Worker 0x0000,
356*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilTest::kEqualIfInClip,
357*c8dee2aaSAndroid Build Coastguard Worker 0xffff,
358*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilOp::kKeep,
359*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilOp::kKeep,
360*c8dee2aaSAndroid Build Coastguard Worker 0xffff>());
361*c8dee2aaSAndroid Build Coastguard Worker
362*c8dee2aaSAndroid Build Coastguard Worker constexpr static GrUserStencilSettings kIncrDecrStencilIfNonzero(
363*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilSettings::StaticInitSeparate<
364*c8dee2aaSAndroid Build Coastguard Worker 0x0000, 0x0000,
365*c8dee2aaSAndroid Build Coastguard Worker // No need to check the clip because the previous stencil pass will have only
366*c8dee2aaSAndroid Build Coastguard Worker // written to samples already inside the clip.
367*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilTest::kNotEqual, GrUserStencilTest::kNotEqual,
368*c8dee2aaSAndroid Build Coastguard Worker 0xffff, 0xffff,
369*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilOp::kIncWrap, GrUserStencilOp::kDecWrap,
370*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilOp::kKeep, GrUserStencilOp::kKeep,
371*c8dee2aaSAndroid Build Coastguard Worker 0xffff, 0xffff>());
372*c8dee2aaSAndroid Build Coastguard Worker
373*c8dee2aaSAndroid Build Coastguard Worker constexpr static GrUserStencilSettings kInvertStencilIfNonZero(
374*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilSettings::StaticInit<
375*c8dee2aaSAndroid Build Coastguard Worker 0x0000,
376*c8dee2aaSAndroid Build Coastguard Worker // No need to check the clip because the previous stencil pass will have only
377*c8dee2aaSAndroid Build Coastguard Worker // written to samples already inside the clip.
378*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilTest::kNotEqual,
379*c8dee2aaSAndroid Build Coastguard Worker 0xffff,
380*c8dee2aaSAndroid Build Coastguard Worker // "Zero" instead of "Invert" because the fan only touches any given pixel once.
381*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilOp::kZero,
382*c8dee2aaSAndroid Build Coastguard Worker GrUserStencilOp::kKeep,
383*c8dee2aaSAndroid Build Coastguard Worker 0xffff>());
384*c8dee2aaSAndroid Build Coastguard Worker
385*c8dee2aaSAndroid Build Coastguard Worker // Pass 2a: Directly fill fan samples whose stencil values (from curves) are zero.
386*c8dee2aaSAndroid Build Coastguard Worker this->pushFanFillProgram(args, &kFillIfZeroAndInClip);
387*c8dee2aaSAndroid Build Coastguard Worker
388*c8dee2aaSAndroid Build Coastguard Worker // Pass 2b: Redbook counting on fan samples whose stencil values (from curves) != 0.
389*c8dee2aaSAndroid Build Coastguard Worker auto* stencil = (fPath.getFillType() == SkPathFillType::kWinding)
390*c8dee2aaSAndroid Build Coastguard Worker ? &kIncrDecrStencilIfNonzero
391*c8dee2aaSAndroid Build Coastguard Worker : &kInvertStencilIfNonZero;
392*c8dee2aaSAndroid Build Coastguard Worker this->pushFanStencilProgram(args, pipelineForStencils, stencil);
393*c8dee2aaSAndroid Build Coastguard Worker }
394*c8dee2aaSAndroid Build Coastguard Worker }
395*c8dee2aaSAndroid Build Coastguard Worker
396*c8dee2aaSAndroid Build Coastguard Worker // Pass 3: Draw convex hulls around each curve.
397*c8dee2aaSAndroid Build Coastguard Worker if (doFill && !isLinear) {
398*c8dee2aaSAndroid Build Coastguard Worker // By the time this program executes, every pixel will be filled in except the ones touched
399*c8dee2aaSAndroid Build Coastguard Worker // by curves. We issue a final cover pass over the curves by drawing their convex hulls.
400*c8dee2aaSAndroid Build Coastguard Worker // This will fill in any remaining samples and reset the stencil values back to zero.
401*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fTessellator);
402*c8dee2aaSAndroid Build Coastguard Worker auto* hullShader = args.fArena->make<HullShader>(fViewMatrix, fColor,
403*c8dee2aaSAndroid Build Coastguard Worker *args.fCaps->shaderCaps());
404*c8dee2aaSAndroid Build Coastguard Worker fCoverHullsProgram = GrTessellationShader::MakeProgram(
405*c8dee2aaSAndroid Build Coastguard Worker args, hullShader, fPipelineForFills,
406*c8dee2aaSAndroid Build Coastguard Worker GrPathTessellationShader::TestAndResetStencilSettings());
407*c8dee2aaSAndroid Build Coastguard Worker }
408*c8dee2aaSAndroid Build Coastguard Worker }
409*c8dee2aaSAndroid Build Coastguard Worker
onPrePrepare(GrRecordingContext * context,const GrSurfaceProxyView & writeView,GrAppliedClip * clip,const GrDstProxyView & dstProxyView,GrXferBarrierFlags renderPassXferBarriers,GrLoadOp colorLoadOp)410*c8dee2aaSAndroid Build Coastguard Worker void PathInnerTriangulateOp::onPrePrepare(GrRecordingContext* context,
411*c8dee2aaSAndroid Build Coastguard Worker const GrSurfaceProxyView& writeView,
412*c8dee2aaSAndroid Build Coastguard Worker GrAppliedClip* clip,
413*c8dee2aaSAndroid Build Coastguard Worker const GrDstProxyView& dstProxyView,
414*c8dee2aaSAndroid Build Coastguard Worker GrXferBarrierFlags renderPassXferBarriers,
415*c8dee2aaSAndroid Build Coastguard Worker GrLoadOp colorLoadOp) {
416*c8dee2aaSAndroid Build Coastguard Worker // DMSAA is not supported on DDL.
417*c8dee2aaSAndroid Build Coastguard Worker bool usesMSAASurface = writeView.asRenderTargetProxy()->numSamples() > 1;
418*c8dee2aaSAndroid Build Coastguard Worker this->prePreparePrograms({context->priv().recordTimeAllocator(), writeView, usesMSAASurface,
419*c8dee2aaSAndroid Build Coastguard Worker &dstProxyView, renderPassXferBarriers, colorLoadOp,
420*c8dee2aaSAndroid Build Coastguard Worker context->priv().caps()},
421*c8dee2aaSAndroid Build Coastguard Worker (clip) ? std::move(*clip) : GrAppliedClip::Disabled());
422*c8dee2aaSAndroid Build Coastguard Worker if (fStencilCurvesProgram) {
423*c8dee2aaSAndroid Build Coastguard Worker context->priv().recordProgramInfo(fStencilCurvesProgram);
424*c8dee2aaSAndroid Build Coastguard Worker }
425*c8dee2aaSAndroid Build Coastguard Worker for (const GrProgramInfo* fanProgram : fFanPrograms) {
426*c8dee2aaSAndroid Build Coastguard Worker context->priv().recordProgramInfo(fanProgram);
427*c8dee2aaSAndroid Build Coastguard Worker }
428*c8dee2aaSAndroid Build Coastguard Worker if (fCoverHullsProgram) {
429*c8dee2aaSAndroid Build Coastguard Worker context->priv().recordProgramInfo(fCoverHullsProgram);
430*c8dee2aaSAndroid Build Coastguard Worker }
431*c8dee2aaSAndroid Build Coastguard Worker }
432*c8dee2aaSAndroid Build Coastguard Worker
433*c8dee2aaSAndroid Build Coastguard Worker SKGPU_DECLARE_STATIC_UNIQUE_KEY(gHullVertexBufferKey);
434*c8dee2aaSAndroid Build Coastguard Worker
onPrepare(GrOpFlushState * flushState)435*c8dee2aaSAndroid Build Coastguard Worker void PathInnerTriangulateOp::onPrepare(GrOpFlushState* flushState) {
436*c8dee2aaSAndroid Build Coastguard Worker const GrCaps& caps = flushState->caps();
437*c8dee2aaSAndroid Build Coastguard Worker
438*c8dee2aaSAndroid Build Coastguard Worker if (!fFanTriangulator) {
439*c8dee2aaSAndroid Build Coastguard Worker this->prePreparePrograms({flushState->allocator(), flushState->writeView(),
440*c8dee2aaSAndroid Build Coastguard Worker flushState->usesMSAASurface(), &flushState->dstProxyView(),
441*c8dee2aaSAndroid Build Coastguard Worker flushState->renderPassBarriers(), flushState->colorLoadOp(),
442*c8dee2aaSAndroid Build Coastguard Worker &caps}, flushState->detachAppliedClip());
443*c8dee2aaSAndroid Build Coastguard Worker if (!fFanTriangulator) {
444*c8dee2aaSAndroid Build Coastguard Worker return;
445*c8dee2aaSAndroid Build Coastguard Worker }
446*c8dee2aaSAndroid Build Coastguard Worker }
447*c8dee2aaSAndroid Build Coastguard Worker
448*c8dee2aaSAndroid Build Coastguard Worker if (fFanPolys) {
449*c8dee2aaSAndroid Build Coastguard Worker GrEagerDynamicVertexAllocator alloc(flushState, &fFanBuffer, &fBaseFanVertex);
450*c8dee2aaSAndroid Build Coastguard Worker fFanVertexCount = fFanTriangulator->polysToTriangles(fFanPolys, &alloc, &fFanBreadcrumbs);
451*c8dee2aaSAndroid Build Coastguard Worker }
452*c8dee2aaSAndroid Build Coastguard Worker
453*c8dee2aaSAndroid Build Coastguard Worker if (fTessellator) {
454*c8dee2aaSAndroid Build Coastguard Worker auto tessShader = &fStencilCurvesProgram->geomProc().cast<GrPathTessellationShader>();
455*c8dee2aaSAndroid Build Coastguard Worker fTessellator->prepareWithTriangles(flushState,
456*c8dee2aaSAndroid Build Coastguard Worker tessShader->viewMatrix(),
457*c8dee2aaSAndroid Build Coastguard Worker &fFanBreadcrumbs,
458*c8dee2aaSAndroid Build Coastguard Worker {SkMatrix::I(), fPath, SK_PMColor4fTRANSPARENT},
459*c8dee2aaSAndroid Build Coastguard Worker fPath.countVerbs());
460*c8dee2aaSAndroid Build Coastguard Worker }
461*c8dee2aaSAndroid Build Coastguard Worker
462*c8dee2aaSAndroid Build Coastguard Worker if (!caps.shaderCaps()->fVertexIDSupport) {
463*c8dee2aaSAndroid Build Coastguard Worker constexpr static float kStripOrderIDs[4] = {0, 1, 3, 2};
464*c8dee2aaSAndroid Build Coastguard Worker
465*c8dee2aaSAndroid Build Coastguard Worker SKGPU_DEFINE_STATIC_UNIQUE_KEY(gHullVertexBufferKey);
466*c8dee2aaSAndroid Build Coastguard Worker
467*c8dee2aaSAndroid Build Coastguard Worker fHullVertexBufferIfNoIDSupport = flushState->resourceProvider()->findOrMakeStaticBuffer(
468*c8dee2aaSAndroid Build Coastguard Worker GrGpuBufferType::kVertex, sizeof(kStripOrderIDs), kStripOrderIDs,
469*c8dee2aaSAndroid Build Coastguard Worker gHullVertexBufferKey);
470*c8dee2aaSAndroid Build Coastguard Worker }
471*c8dee2aaSAndroid Build Coastguard Worker }
472*c8dee2aaSAndroid Build Coastguard Worker
onExecute(GrOpFlushState * flushState,const SkRect & chainBounds)473*c8dee2aaSAndroid Build Coastguard Worker void PathInnerTriangulateOp::onExecute(GrOpFlushState* flushState, const SkRect& chainBounds) {
474*c8dee2aaSAndroid Build Coastguard Worker if (fCoverHullsProgram &&
475*c8dee2aaSAndroid Build Coastguard Worker fCoverHullsProgram->geomProc().hasVertexAttributes() &&
476*c8dee2aaSAndroid Build Coastguard Worker !fHullVertexBufferIfNoIDSupport) {
477*c8dee2aaSAndroid Build Coastguard Worker return;
478*c8dee2aaSAndroid Build Coastguard Worker }
479*c8dee2aaSAndroid Build Coastguard Worker
480*c8dee2aaSAndroid Build Coastguard Worker if (fStencilCurvesProgram) {
481*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fTessellator);
482*c8dee2aaSAndroid Build Coastguard Worker flushState->bindPipelineAndScissorClip(*fStencilCurvesProgram, this->bounds());
483*c8dee2aaSAndroid Build Coastguard Worker fTessellator->draw(flushState);
484*c8dee2aaSAndroid Build Coastguard Worker }
485*c8dee2aaSAndroid Build Coastguard Worker
486*c8dee2aaSAndroid Build Coastguard Worker // Allocation of the fan vertex buffer may have failed but we already pushed back fan programs.
487*c8dee2aaSAndroid Build Coastguard Worker if (fFanBuffer) {
488*c8dee2aaSAndroid Build Coastguard Worker for (const GrProgramInfo* fanProgram : fFanPrograms) {
489*c8dee2aaSAndroid Build Coastguard Worker flushState->bindPipelineAndScissorClip(*fanProgram, this->bounds());
490*c8dee2aaSAndroid Build Coastguard Worker flushState->bindTextures(fanProgram->geomProc(), nullptr, fanProgram->pipeline());
491*c8dee2aaSAndroid Build Coastguard Worker flushState->bindBuffers(nullptr, nullptr, fFanBuffer);
492*c8dee2aaSAndroid Build Coastguard Worker flushState->draw(fFanVertexCount, fBaseFanVertex);
493*c8dee2aaSAndroid Build Coastguard Worker }
494*c8dee2aaSAndroid Build Coastguard Worker }
495*c8dee2aaSAndroid Build Coastguard Worker
496*c8dee2aaSAndroid Build Coastguard Worker if (fCoverHullsProgram) {
497*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fTessellator);
498*c8dee2aaSAndroid Build Coastguard Worker flushState->bindPipelineAndScissorClip(*fCoverHullsProgram, this->bounds());
499*c8dee2aaSAndroid Build Coastguard Worker flushState->bindTextures(fCoverHullsProgram->geomProc(), nullptr, *fPipelineForFills);
500*c8dee2aaSAndroid Build Coastguard Worker fTessellator->drawHullInstances(flushState, fHullVertexBufferIfNoIDSupport);
501*c8dee2aaSAndroid Build Coastguard Worker }
502*c8dee2aaSAndroid Build Coastguard Worker }
503*c8dee2aaSAndroid Build Coastguard Worker
504*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::ganesh
505*c8dee2aaSAndroid Build Coastguard Worker
506*c8dee2aaSAndroid Build Coastguard Worker #endif // SK_ENABLE_OPTIMIZE_SIZE
507