4386ad19fb
Clients now must call bindPipeline() before drawing. Also renames GrOpsRenderPass::draw() to drawMeshes(), in order to ensure every call site gets updated. drawMeshes() will soon be replaced by individual calls for each draw type (indexed, instanced, indexed-patterned, indirect, etc.). Change-Id: I93ef579ded7d0048c5aa1bf1d7c0eb7bc1cd27b2 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/270424 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Chris Dalton <csmartdalton@google.com>
406 lines
16 KiB
C++
406 lines
16 KiB
C++
/*
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* Copyright 2019 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm/gm.h"
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#include "src/gpu/GrCaps.h"
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#include "src/gpu/GrContextPriv.h"
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#include "src/gpu/GrMemoryPool.h"
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#include "src/gpu/GrMesh.h"
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#include "src/gpu/GrOpFlushState.h"
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#include "src/gpu/GrOpsRenderPass.h"
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#include "src/gpu/GrPipeline.h"
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#include "src/gpu/GrPrimitiveProcessor.h"
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#include "src/gpu/GrProgramInfo.h"
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#include "src/gpu/GrRecordingContextPriv.h"
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#include "src/gpu/GrRenderTargetContext.h"
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#include "src/gpu/GrRenderTargetContextPriv.h"
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#include "src/gpu/GrShaderCaps.h"
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#include "src/gpu/GrShaderVar.h"
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#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
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#include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
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#include "src/gpu/glsl/GrGLSLPrimitiveProcessor.h"
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#include "src/gpu/glsl/GrGLSLVarying.h"
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#include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
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#include "src/gpu/ops/GrDrawOp.h"
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namespace skiagm {
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constexpr static GrGeometryProcessor::Attribute kPositionAttrib =
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{"position", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
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constexpr static std::array<float, 3> kTri1[3] = {
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{20.5f,20.5f,1}, {170.5f,280.5f,4}, {320.5f,20.5f,1}};
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constexpr static std::array<float, 3> kTri2[3] = {
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{640.5f,280.5f,3}, {490.5f,20.5f,1}, {340.5f,280.5f,6}};
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constexpr static SkRect kRect = {20.5f, 340.5f, 640.5f, 480.5f};
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constexpr static int kWidth = (int)kRect.fRight + 21;
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constexpr static int kHeight = (int)kRect.fBottom + 21;
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/**
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* This is a GPU-backend specific test. It ensures that tessellation works as expected by drawing
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* several triangles. The test passes as long as the triangle tessellations match the reference
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* images on gold.
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*/
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class TessellationGM : public GpuGM {
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SkString onShortName() override { return SkString("tessellation"); }
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SkISize onISize() override { return {kWidth, kHeight}; }
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DrawResult onDraw(GrContext*, GrRenderTargetContext*, SkCanvas*, SkString*) override;
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};
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class TessellationTestTriShader : public GrGeometryProcessor {
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public:
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TessellationTestTriShader(const SkMatrix& viewMatrix)
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: GrGeometryProcessor(kTessellationTestTriShader_ClassID), fViewMatrix(viewMatrix) {
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this->setVertexAttributes(&kPositionAttrib, 1);
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this->setWillUseTessellationShaders();
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}
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private:
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const char* name() const final { return "TessellationTestTriShader"; }
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void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const final {}
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class Impl : public GrGLSLGeometryProcessor {
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void onEmitCode(EmitArgs& args, GrGPArgs*) override {
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args.fVaryingHandler->emitAttributes(args.fGP.cast<TessellationTestTriShader>());
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const char* viewMatrix;
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fViewMatrixUniform = args.fUniformHandler->addUniform(
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kVertex_GrShaderFlag, kFloat3x3_GrSLType, "view_matrix", &viewMatrix);
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args.fVertBuilder->declareGlobal(
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GrShaderVar("P_", kFloat3_GrSLType, GrShaderVar::kOut_TypeModifier));
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args.fVertBuilder->codeAppendf(R"(
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P_.xy = (%s * float3(position.xy, 1)).xy;
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P_.z = position.z;)", viewMatrix);
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// GrGLProgramBuilder will call writeTess*ShaderGLSL when it is compiling.
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this->writeFragmentShader(args.fFragBuilder, args.fOutputColor, args.fOutputCoverage);
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}
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void writeFragmentShader(GrGLSLFPFragmentBuilder*, const char* color, const char* coverage);
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void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor& proc,
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const CoordTransformRange&) override {
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pdman.setSkMatrix(fViewMatrixUniform,
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proc.cast<TessellationTestTriShader>().fViewMatrix);
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}
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GrGLSLUniformHandler::UniformHandle fViewMatrixUniform;
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};
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GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override {
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return new Impl;
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}
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SkString getTessControlShaderGLSL(const char* versionAndExtensionDecls,
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const GrShaderCaps&) const override;
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SkString getTessEvaluationShaderGLSL(const char* versionAndExtensionDecls,
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const GrShaderCaps&) const override;
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const SkMatrix fViewMatrix;
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};
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SkString TessellationTestTriShader::getTessControlShaderGLSL(
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const char* versionAndExtensionDecls, const GrShaderCaps&) const {
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SkString code(versionAndExtensionDecls);
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code.append(R"(
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layout(vertices = 3) out;
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in vec3 P_[];
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out vec3 P[];
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void main() {
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P[gl_InvocationID] = P_[gl_InvocationID];
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gl_TessLevelOuter[gl_InvocationID] = P_[gl_InvocationID].z;
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gl_TessLevelInner[0] = 2.0;
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})");
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return code;
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}
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SkString TessellationTestTriShader::getTessEvaluationShaderGLSL(
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const char* versionAndExtensionDecls, const GrShaderCaps&) const {
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SkString code(versionAndExtensionDecls);
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code.append(R"(
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layout(triangles, equal_spacing, cw) in;
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uniform vec4 sk_RTAdjust;
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in vec3 P[];
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out vec3 barycentric_coord;
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void main() {
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vec2 devcoord = mat3x2(P[0].xy, P[1].xy, P[2].xy) * gl_TessCoord.xyz;
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devcoord = round(devcoord - .5) + .5; // Make horz and vert lines on px bounds.
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gl_Position = vec4(devcoord.xy * sk_RTAdjust.xz + sk_RTAdjust.yw, 0.0, 1.0);
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float i = 0.0;
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if (gl_TessCoord.y == 0.0) {
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i += gl_TessCoord.z * P[1].z;
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} else {
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i += P[1].z;
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if (gl_TessCoord.x == 0.0) {
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i += gl_TessCoord.y * P[0].z;
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} else {
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i += P[0].z;
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if (gl_TessCoord.z == 0.0) {
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i += gl_TessCoord.x * P[2].z;
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} else {
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barycentric_coord = vec3(0, 1, 0);
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return;
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}
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}
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}
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i = abs(mod(i, 2.0) - 1.0);
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barycentric_coord = vec3(i, 0, 1.0 - i);
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})");
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return code;
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}
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void TessellationTestTriShader::Impl::writeFragmentShader(
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GrGLSLFPFragmentBuilder* f, const char* color, const char* coverage) {
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f->declareGlobal(
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GrShaderVar("barycentric_coord", kFloat3_GrSLType, GrShaderVar::kIn_TypeModifier));
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f->codeAppendf(R"(
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half3 d = half3(1 - barycentric_coord/fwidth(barycentric_coord));
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half coverage = max(max(d.x, d.y), d.z);
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%s = half4(0, coverage, coverage, 1);
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%s = half4(1);)", color, coverage);
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}
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class TessellationTestRectShader : public GrGeometryProcessor {
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public:
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TessellationTestRectShader(const SkMatrix& viewMatrix)
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: GrGeometryProcessor(kTessellationTestTriShader_ClassID), fViewMatrix(viewMatrix) {
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this->setWillUseTessellationShaders();
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}
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private:
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const char* name() const final { return "TessellationTestRectShader"; }
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void getGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const final {}
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class Impl : public GrGLSLGeometryProcessor {
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void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
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const char* viewMatrix;
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fViewMatrixUniform = args.fUniformHandler->addUniform(
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kVertex_GrShaderFlag, kFloat3x3_GrSLType, "view_matrix", &viewMatrix);
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args.fVertBuilder->declareGlobal(
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GrShaderVar("M_", kFloat3x3_GrSLType, GrShaderVar::kOut_TypeModifier));
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args.fVertBuilder->codeAppendf("M_ = %s;", viewMatrix);
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// GrGLProgramBuilder will call writeTess*ShaderGLSL when it is compiling.
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this->writeFragmentShader(args.fFragBuilder, args.fOutputColor, args.fOutputCoverage);
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}
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void writeFragmentShader(GrGLSLFPFragmentBuilder*, const char* color, const char* coverage);
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void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor& proc,
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const CoordTransformRange&) override {
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pdman.setSkMatrix(fViewMatrixUniform,
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proc.cast<TessellationTestRectShader>().fViewMatrix);
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}
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GrGLSLUniformHandler::UniformHandle fViewMatrixUniform;
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};
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GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override {
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return new Impl;
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}
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SkString getTessControlShaderGLSL(const char* versionAndExtensionDecls,
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const GrShaderCaps&) const override;
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SkString getTessEvaluationShaderGLSL(const char* versionAndExtensionDecls,
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const GrShaderCaps&) const override;
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const SkMatrix fViewMatrix;
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};
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SkString TessellationTestRectShader::getTessControlShaderGLSL(
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const char* versionAndExtensionDecls, const GrShaderCaps& caps) const {
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SkString code(versionAndExtensionDecls);
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code.append(R"(
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layout(vertices = 1) out;
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in mat3 M_[];
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out mat3 M[];
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void main() {
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M[gl_InvocationID] = M_[gl_InvocationID];
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gl_TessLevelInner[0] = 8.0;
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gl_TessLevelInner[1] = 2.0;
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gl_TessLevelOuter[0] = 2.0;
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gl_TessLevelOuter[1] = 8.0;
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gl_TessLevelOuter[2] = 2.0;
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gl_TessLevelOuter[3] = 8.0;
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})");
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return code;
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}
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SkString TessellationTestRectShader::getTessEvaluationShaderGLSL(
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const char* versionAndExtensionDecls, const GrShaderCaps& caps) const {
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SkString code(versionAndExtensionDecls);
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code.appendf(R"(
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layout(quads, equal_spacing, cw) in;
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uniform vec4 sk_RTAdjust;
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in mat3 M[];
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out vec4 barycentric_coord;
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void main() {
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vec4 R = vec4(%f, %f, %f, %f);
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vec2 localcoord = mix(R.xy, R.zw, gl_TessCoord.xy);
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vec2 devcoord = (M[0] * vec3(localcoord, 1)).xy;
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devcoord = round(devcoord - .5) + .5; // Make horz and vert lines on px bounds.
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gl_Position = vec4(devcoord.xy * sk_RTAdjust.xz + sk_RTAdjust.yw, 0.0, 1.0);
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float i = gl_TessCoord.x * 8.0;
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i = abs(mod(i, 2.0) - 1.0);
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if (gl_TessCoord.y == 0.0 || gl_TessCoord.y == 1.0) {
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barycentric_coord = vec4(i, 1.0 - i, 0, 0);
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} else {
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barycentric_coord = vec4(0, 0, i, 1.0 - i);
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}
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})", kRect.left(), kRect.top(), kRect.right(), kRect.bottom());
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return code;
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}
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void TessellationTestRectShader::Impl::writeFragmentShader(
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GrGLSLFPFragmentBuilder* f, const char* color, const char* coverage) {
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f->declareGlobal(GrShaderVar("barycentric_coord", kFloat4_GrSLType,
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GrShaderVar::kIn_TypeModifier));
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f->codeAppendf(R"(
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float4 fwidths = fwidth(barycentric_coord);
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half coverage = 0;
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for (int i = 0; i < 4; ++i) {
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if (fwidths[i] != 0) {
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coverage = half(max(coverage, 1 - barycentric_coord[i]/fwidths[i]));
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}
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}
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%s = half4(coverage, 0, coverage, 1);
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%s = half4(1);)", color, coverage);
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}
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class TessellationTestOp : public GrDrawOp {
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DEFINE_OP_CLASS_ID
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public:
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TessellationTestOp(const SkMatrix& viewMatrix, const std::array<float, 3>* triPositions)
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: GrDrawOp(ClassID()), fViewMatrix(viewMatrix), fTriPositions(triPositions) {
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this->setBounds(SkRect::MakeIWH(kWidth, kHeight), HasAABloat::kNo, IsHairline::kNo);
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}
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private:
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const char* name() const override { return "TessellationTestOp"; }
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FixedFunctionFlags fixedFunctionFlags() const override { return FixedFunctionFlags::kNone; }
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GrProcessorSet::Analysis finalize(const GrCaps&, const GrAppliedClip*,
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bool hasMixedSampledCoverage, GrClampType) override {
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return GrProcessorSet::EmptySetAnalysis();
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}
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void onPrepare(GrOpFlushState* flushState) override {
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if (fTriPositions) {
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if (void* vertexData = flushState->makeVertexSpace(sizeof(float) * 3, 3, &fVertexBuffer,
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&fBaseVertex)) {
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memcpy(vertexData, fTriPositions, sizeof(float) * 3 * 3);
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}
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}
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}
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void onExecute(GrOpFlushState* state, const SkRect& chainBounds) override {
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GrPipeline pipeline(GrScissorTest::kDisabled, SkBlendMode::kSrc,
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state->drawOpArgs().outputSwizzle());
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GrPipeline::FixedDynamicState fixedDynamicState;
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GrMesh mesh;
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int tessellationPatchVertexCount;
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std::unique_ptr<GrGeometryProcessor> shader;
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if (fTriPositions) {
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if (!fVertexBuffer) {
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return;
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}
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tessellationPatchVertexCount = 3;
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mesh.setNonIndexedNonInstanced(3);
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mesh.setVertexData(fVertexBuffer, fBaseVertex);
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shader = std::make_unique<TessellationTestTriShader>(fViewMatrix);
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} else {
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// Use a mismatched number of vertices in the input patch vs output.
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// (The tessellation control shader will output one vertex per patch.)
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tessellationPatchVertexCount = 5;
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mesh.setNonIndexedNonInstanced(5);
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shader = std::make_unique<TessellationTestRectShader>(fViewMatrix);
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}
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GrProgramInfo programInfo(state->proxy()->numSamples(), state->proxy()->numStencilSamples(),
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state->proxy()->backendFormat(), state->view()->origin(),
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&pipeline, shader.get(), &fixedDynamicState, nullptr, 0,
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GrPrimitiveType::kPatches, tessellationPatchVertexCount);
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state->opsRenderPass()->bindPipeline(programInfo, SkRect::MakeIWH(kWidth, kHeight));
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state->opsRenderPass()->drawMeshes(programInfo, &mesh, 1);
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}
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const SkMatrix fViewMatrix;
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const std::array<float, 3>* const fTriPositions;
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sk_sp<const GrBuffer> fVertexBuffer;
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int fBaseVertex = 0;
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};
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static SkPath build_outset_triangle(const std::array<float, 3>* tri) {
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SkPath outset;
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for (int i = 0; i < 3; ++i) {
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SkPoint p = {tri[i][0], tri[i][1]};
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SkPoint left = {tri[(i + 2) % 3][0], tri[(i + 2) % 3][1]};
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SkPoint right = {tri[(i + 1) % 3][0], tri[(i + 1) % 3][1]};
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SkPoint n0, n1;
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n0.setNormalize(left.y() - p.y(), p.x() - left.x());
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n1.setNormalize(p.y() - right.y(), right.x() - p.x());
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p += (n0 + n1) * 3;
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if (0 == i) {
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outset.moveTo(p);
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} else {
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outset.lineTo(p);
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}
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}
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return outset;
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}
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DrawResult TessellationGM::onDraw(GrContext* ctx, GrRenderTargetContext* rtc, SkCanvas* canvas,
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SkString* errorMsg) {
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if (!ctx->priv().caps()->shaderCaps()->tessellationSupport()) {
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*errorMsg = "Requires GPU tessellation support.";
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return DrawResult::kSkip;
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}
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if (!ctx->priv().caps()->shaderCaps()->shaderDerivativeSupport()) {
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*errorMsg = "Requires shader derivatives."
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"(These are expected to always be present when there is tessellation!!)";
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return DrawResult::kFail;
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}
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canvas->clear(SK_ColorBLACK);
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SkPaint borderPaint;
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borderPaint.setColor4f({0,1,1,1});
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borderPaint.setAntiAlias(true);
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canvas->drawPath(build_outset_triangle(kTri1), borderPaint);
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canvas->drawPath(build_outset_triangle(kTri2), borderPaint);
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borderPaint.setColor4f({1,0,1,1});
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canvas->drawRect(kRect.makeOutset(1.5f, 1.5f), borderPaint);
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GrOpMemoryPool* pool = ctx->priv().opMemoryPool();
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rtc->priv().testingOnly_addDrawOp(
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pool->allocate<TessellationTestOp>(canvas->getTotalMatrix(), kTri1));
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rtc->priv().testingOnly_addDrawOp(
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pool->allocate<TessellationTestOp>(canvas->getTotalMatrix(), kTri2));
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rtc->priv().testingOnly_addDrawOp(
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pool->allocate<TessellationTestOp>(canvas->getTotalMatrix(), nullptr));
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return skiagm::DrawResult::kOk;
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}
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DEF_GM( return new TessellationGM(); )
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}
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