1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2023 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
8*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/compute/VelloRenderer.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPath.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/Recorder.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkGeometry.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkPathPriv.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkTraceEvent.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/BufferManager.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Caps.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/DrawParams.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Log.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/PipelineData.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RecorderPriv.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/TextureProxy.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/TextureUtils.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/UniformManager.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/compute/DispatchGroup.h"
26*c8dee2aaSAndroid Build Coastguard Worker
27*c8dee2aaSAndroid Build Coastguard Worker #include <algorithm>
28*c8dee2aaSAndroid Build Coastguard Worker
29*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
30*c8dee2aaSAndroid Build Coastguard Worker namespace {
31*c8dee2aaSAndroid Build Coastguard Worker
new_scratch_slice(ScratchBuffer & scratch)32*c8dee2aaSAndroid Build Coastguard Worker BindBufferInfo new_scratch_slice(ScratchBuffer& scratch) {
33*c8dee2aaSAndroid Build Coastguard Worker size_t size = scratch.size(); // Use the whole buffer.
34*c8dee2aaSAndroid Build Coastguard Worker return scratch.suballocate(size);
35*c8dee2aaSAndroid Build Coastguard Worker }
36*c8dee2aaSAndroid Build Coastguard Worker
new_indirect_slice(DrawBufferManager * mgr,size_t size)37*c8dee2aaSAndroid Build Coastguard Worker BindBufferInfo new_indirect_slice(DrawBufferManager* mgr, size_t size) {
38*c8dee2aaSAndroid Build Coastguard Worker return mgr->getIndirectStorage(size, ClearBuffer::kYes);
39*c8dee2aaSAndroid Build Coastguard Worker }
40*c8dee2aaSAndroid Build Coastguard Worker
to_slice(void * ptr,size_t size)41*c8dee2aaSAndroid Build Coastguard Worker ::rust::Slice<uint8_t> to_slice(void* ptr, size_t size) {
42*c8dee2aaSAndroid Build Coastguard Worker return {static_cast<uint8_t*>(ptr), size};
43*c8dee2aaSAndroid Build Coastguard Worker }
44*c8dee2aaSAndroid Build Coastguard Worker
to_vello_affine(const SkMatrix & m)45*c8dee2aaSAndroid Build Coastguard Worker vello_cpp::Affine to_vello_affine(const SkMatrix& m) {
46*c8dee2aaSAndroid Build Coastguard Worker // Vello currently doesn't support perspective scaling and the encoding only accepts a 2x3
47*c8dee2aaSAndroid Build Coastguard Worker // affine transform matrix.
48*c8dee2aaSAndroid Build Coastguard Worker return {{m.get(0), m.get(3), m.get(1), m.get(4), m.get(2), m.get(5)}};
49*c8dee2aaSAndroid Build Coastguard Worker }
50*c8dee2aaSAndroid Build Coastguard Worker
to_vello_point(const SkPoint & p)51*c8dee2aaSAndroid Build Coastguard Worker vello_cpp::Point to_vello_point(const SkPoint& p) { return {p.x(), p.y()}; }
52*c8dee2aaSAndroid Build Coastguard Worker
to_vello_color(const SkColor4f & color)53*c8dee2aaSAndroid Build Coastguard Worker vello_cpp::Color to_vello_color(const SkColor4f& color) {
54*c8dee2aaSAndroid Build Coastguard Worker SkColor c = color.toSkColor();
55*c8dee2aaSAndroid Build Coastguard Worker return {
56*c8dee2aaSAndroid Build Coastguard Worker static_cast<uint8_t>(SkColorGetR(c)),
57*c8dee2aaSAndroid Build Coastguard Worker static_cast<uint8_t>(SkColorGetG(c)),
58*c8dee2aaSAndroid Build Coastguard Worker static_cast<uint8_t>(SkColorGetB(c)),
59*c8dee2aaSAndroid Build Coastguard Worker static_cast<uint8_t>(SkColorGetA(c)),
60*c8dee2aaSAndroid Build Coastguard Worker };
61*c8dee2aaSAndroid Build Coastguard Worker }
62*c8dee2aaSAndroid Build Coastguard Worker
to_wg_size(const vello_cpp::WorkgroupSize & src)63*c8dee2aaSAndroid Build Coastguard Worker WorkgroupSize to_wg_size(const vello_cpp::WorkgroupSize& src) {
64*c8dee2aaSAndroid Build Coastguard Worker return WorkgroupSize(src.x, src.y, src.z);
65*c8dee2aaSAndroid Build Coastguard Worker }
66*c8dee2aaSAndroid Build Coastguard Worker
to_fill_type(SkPathFillType fillType)67*c8dee2aaSAndroid Build Coastguard Worker vello_cpp::Fill to_fill_type(SkPathFillType fillType) {
68*c8dee2aaSAndroid Build Coastguard Worker // Vello does not provide an encoding for inverse fill types. When Skia uses vello to render
69*c8dee2aaSAndroid Build Coastguard Worker // a coverage mask for an inverse fill, it encodes a regular fill and inverts the coverage value
70*c8dee2aaSAndroid Build Coastguard Worker // after sampling the mask.
71*c8dee2aaSAndroid Build Coastguard Worker switch (fillType) {
72*c8dee2aaSAndroid Build Coastguard Worker case SkPathFillType::kWinding:
73*c8dee2aaSAndroid Build Coastguard Worker case SkPathFillType::kInverseWinding:
74*c8dee2aaSAndroid Build Coastguard Worker return vello_cpp::Fill::NonZero;
75*c8dee2aaSAndroid Build Coastguard Worker case SkPathFillType::kEvenOdd:
76*c8dee2aaSAndroid Build Coastguard Worker case SkPathFillType::kInverseEvenOdd:
77*c8dee2aaSAndroid Build Coastguard Worker return vello_cpp::Fill::EvenOdd;
78*c8dee2aaSAndroid Build Coastguard Worker }
79*c8dee2aaSAndroid Build Coastguard Worker return vello_cpp::Fill::NonZero;
80*c8dee2aaSAndroid Build Coastguard Worker }
81*c8dee2aaSAndroid Build Coastguard Worker
to_cap_style(SkPaint::Cap cap)82*c8dee2aaSAndroid Build Coastguard Worker vello_cpp::CapStyle to_cap_style(SkPaint::Cap cap) {
83*c8dee2aaSAndroid Build Coastguard Worker switch (cap) {
84*c8dee2aaSAndroid Build Coastguard Worker case SkPaint::Cap::kButt_Cap:
85*c8dee2aaSAndroid Build Coastguard Worker return vello_cpp::CapStyle::Butt;
86*c8dee2aaSAndroid Build Coastguard Worker case SkPaint::Cap::kRound_Cap:
87*c8dee2aaSAndroid Build Coastguard Worker return vello_cpp::CapStyle::Round;
88*c8dee2aaSAndroid Build Coastguard Worker case SkPaint::Cap::kSquare_Cap:
89*c8dee2aaSAndroid Build Coastguard Worker return vello_cpp::CapStyle::Square;
90*c8dee2aaSAndroid Build Coastguard Worker }
91*c8dee2aaSAndroid Build Coastguard Worker SkUNREACHABLE;
92*c8dee2aaSAndroid Build Coastguard Worker }
93*c8dee2aaSAndroid Build Coastguard Worker
to_join_style(SkPaint::Join join)94*c8dee2aaSAndroid Build Coastguard Worker vello_cpp::JoinStyle to_join_style(SkPaint::Join join) {
95*c8dee2aaSAndroid Build Coastguard Worker switch (join) {
96*c8dee2aaSAndroid Build Coastguard Worker case SkPaint::Join::kMiter_Join:
97*c8dee2aaSAndroid Build Coastguard Worker return vello_cpp::JoinStyle::Miter;
98*c8dee2aaSAndroid Build Coastguard Worker case SkPaint::Join::kBevel_Join:
99*c8dee2aaSAndroid Build Coastguard Worker return vello_cpp::JoinStyle::Bevel;
100*c8dee2aaSAndroid Build Coastguard Worker case SkPaint::Join::kRound_Join:
101*c8dee2aaSAndroid Build Coastguard Worker return vello_cpp::JoinStyle::Round;
102*c8dee2aaSAndroid Build Coastguard Worker }
103*c8dee2aaSAndroid Build Coastguard Worker SkUNREACHABLE;
104*c8dee2aaSAndroid Build Coastguard Worker }
105*c8dee2aaSAndroid Build Coastguard Worker
to_stroke(const SkStrokeRec & style)106*c8dee2aaSAndroid Build Coastguard Worker vello_cpp::Stroke to_stroke(const SkStrokeRec& style) {
107*c8dee2aaSAndroid Build Coastguard Worker return vello_cpp::Stroke{
108*c8dee2aaSAndroid Build Coastguard Worker /*width=*/style.getWidth(),
109*c8dee2aaSAndroid Build Coastguard Worker /*miter_limit=*/style.getMiter(),
110*c8dee2aaSAndroid Build Coastguard Worker /*cap*/ to_cap_style(style.getCap()),
111*c8dee2aaSAndroid Build Coastguard Worker /*join*/ to_join_style(style.getJoin()),
112*c8dee2aaSAndroid Build Coastguard Worker };
113*c8dee2aaSAndroid Build Coastguard Worker }
114*c8dee2aaSAndroid Build Coastguard Worker
115*c8dee2aaSAndroid Build Coastguard Worker class PathIter : public vello_cpp::PathIterator {
116*c8dee2aaSAndroid Build Coastguard Worker public:
PathIter(const SkPath & path,const Transform & t)117*c8dee2aaSAndroid Build Coastguard Worker PathIter(const SkPath& path, const Transform& t)
118*c8dee2aaSAndroid Build Coastguard Worker : fIterate(path), fIter(fIterate.begin()), fTransform(t) {}
119*c8dee2aaSAndroid Build Coastguard Worker
next_element(vello_cpp::PathElement * outElem)120*c8dee2aaSAndroid Build Coastguard Worker bool next_element(vello_cpp::PathElement* outElem) override {
121*c8dee2aaSAndroid Build Coastguard Worker if (fConicQuadIdx < fConicConverter.countQuads()) {
122*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fConicQuads != nullptr);
123*c8dee2aaSAndroid Build Coastguard Worker outElem->verb = vello_cpp::PathVerb::QuadTo;
124*c8dee2aaSAndroid Build Coastguard Worker int pointIdx = fConicQuadIdx * 2;
125*c8dee2aaSAndroid Build Coastguard Worker outElem->points[0] = to_vello_point(fConicQuads[pointIdx]);
126*c8dee2aaSAndroid Build Coastguard Worker outElem->points[1] = to_vello_point(fConicQuads[pointIdx + 1]);
127*c8dee2aaSAndroid Build Coastguard Worker outElem->points[2] = to_vello_point(fConicQuads[pointIdx + 2]);
128*c8dee2aaSAndroid Build Coastguard Worker fConicQuadIdx++;
129*c8dee2aaSAndroid Build Coastguard Worker return true;
130*c8dee2aaSAndroid Build Coastguard Worker }
131*c8dee2aaSAndroid Build Coastguard Worker
132*c8dee2aaSAndroid Build Coastguard Worker if (fIter == fIterate.end()) {
133*c8dee2aaSAndroid Build Coastguard Worker return false;
134*c8dee2aaSAndroid Build Coastguard Worker }
135*c8dee2aaSAndroid Build Coastguard Worker
136*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(outElem);
137*c8dee2aaSAndroid Build Coastguard Worker auto [verb, points, weights] = *fIter;
138*c8dee2aaSAndroid Build Coastguard Worker fIter++;
139*c8dee2aaSAndroid Build Coastguard Worker
140*c8dee2aaSAndroid Build Coastguard Worker switch (verb) {
141*c8dee2aaSAndroid Build Coastguard Worker case SkPathVerb::kMove:
142*c8dee2aaSAndroid Build Coastguard Worker outElem->verb = vello_cpp::PathVerb::MoveTo;
143*c8dee2aaSAndroid Build Coastguard Worker outElem->points[0] = to_vello_point(points[0]);
144*c8dee2aaSAndroid Build Coastguard Worker break;
145*c8dee2aaSAndroid Build Coastguard Worker case SkPathVerb::kLine:
146*c8dee2aaSAndroid Build Coastguard Worker outElem->verb = vello_cpp::PathVerb::LineTo;
147*c8dee2aaSAndroid Build Coastguard Worker outElem->points[0] = to_vello_point(points[0]);
148*c8dee2aaSAndroid Build Coastguard Worker outElem->points[1] = to_vello_point(points[1]);
149*c8dee2aaSAndroid Build Coastguard Worker break;
150*c8dee2aaSAndroid Build Coastguard Worker case SkPathVerb::kConic:
151*c8dee2aaSAndroid Build Coastguard Worker // The vello encoding API doesn't handle conic sections. Approximate it with
152*c8dee2aaSAndroid Build Coastguard Worker // quadratic Béziers.
153*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fConicQuadIdx >= fConicConverter.countQuads()); // No other conic->quad
154*c8dee2aaSAndroid Build Coastguard Worker // conversions should be
155*c8dee2aaSAndroid Build Coastguard Worker // in progress
156*c8dee2aaSAndroid Build Coastguard Worker fConicQuads = fConicConverter.computeQuads(
157*c8dee2aaSAndroid Build Coastguard Worker points, *weights, 0.25 / fTransform.maxScaleFactor());
158*c8dee2aaSAndroid Build Coastguard Worker outElem->verb = vello_cpp::PathVerb::QuadTo;
159*c8dee2aaSAndroid Build Coastguard Worker outElem->points[0] = to_vello_point(fConicQuads[0]);
160*c8dee2aaSAndroid Build Coastguard Worker outElem->points[1] = to_vello_point(fConicQuads[1]);
161*c8dee2aaSAndroid Build Coastguard Worker outElem->points[2] = to_vello_point(fConicQuads[2]);
162*c8dee2aaSAndroid Build Coastguard Worker
163*c8dee2aaSAndroid Build Coastguard Worker // The next call to `next_element` will yield the next quad in the list (at index 1)
164*c8dee2aaSAndroid Build Coastguard Worker // if `fConicConverter` contains more than 1 quad.
165*c8dee2aaSAndroid Build Coastguard Worker fConicQuadIdx = 1;
166*c8dee2aaSAndroid Build Coastguard Worker break;
167*c8dee2aaSAndroid Build Coastguard Worker case SkPathVerb::kQuad:
168*c8dee2aaSAndroid Build Coastguard Worker outElem->verb = vello_cpp::PathVerb::QuadTo;
169*c8dee2aaSAndroid Build Coastguard Worker outElem->points[0] = to_vello_point(points[0]);
170*c8dee2aaSAndroid Build Coastguard Worker outElem->points[1] = to_vello_point(points[1]);
171*c8dee2aaSAndroid Build Coastguard Worker outElem->points[2] = to_vello_point(points[2]);
172*c8dee2aaSAndroid Build Coastguard Worker break;
173*c8dee2aaSAndroid Build Coastguard Worker case SkPathVerb::kCubic:
174*c8dee2aaSAndroid Build Coastguard Worker outElem->verb = vello_cpp::PathVerb::CurveTo;
175*c8dee2aaSAndroid Build Coastguard Worker outElem->points[0] = to_vello_point(points[0]);
176*c8dee2aaSAndroid Build Coastguard Worker outElem->points[1] = to_vello_point(points[1]);
177*c8dee2aaSAndroid Build Coastguard Worker outElem->points[2] = to_vello_point(points[2]);
178*c8dee2aaSAndroid Build Coastguard Worker outElem->points[3] = to_vello_point(points[3]);
179*c8dee2aaSAndroid Build Coastguard Worker break;
180*c8dee2aaSAndroid Build Coastguard Worker case SkPathVerb::kClose:
181*c8dee2aaSAndroid Build Coastguard Worker outElem->verb = vello_cpp::PathVerb::Close;
182*c8dee2aaSAndroid Build Coastguard Worker break;
183*c8dee2aaSAndroid Build Coastguard Worker }
184*c8dee2aaSAndroid Build Coastguard Worker
185*c8dee2aaSAndroid Build Coastguard Worker return true;
186*c8dee2aaSAndroid Build Coastguard Worker }
187*c8dee2aaSAndroid Build Coastguard Worker
188*c8dee2aaSAndroid Build Coastguard Worker private:
189*c8dee2aaSAndroid Build Coastguard Worker SkPathPriv::Iterate fIterate;
190*c8dee2aaSAndroid Build Coastguard Worker SkPathPriv::RangeIter fIter;
191*c8dee2aaSAndroid Build Coastguard Worker
192*c8dee2aaSAndroid Build Coastguard Worker // Variables used to track conic to quadratic spline conversion. `fTransform` is used to
193*c8dee2aaSAndroid Build Coastguard Worker // determine the subpixel error tolerance in device coordinate space.
194*c8dee2aaSAndroid Build Coastguard Worker const Transform& fTransform;
195*c8dee2aaSAndroid Build Coastguard Worker SkAutoConicToQuads fConicConverter;
196*c8dee2aaSAndroid Build Coastguard Worker const SkPoint* fConicQuads = nullptr;
197*c8dee2aaSAndroid Build Coastguard Worker int fConicQuadIdx = 0;
198*c8dee2aaSAndroid Build Coastguard Worker };
199*c8dee2aaSAndroid Build Coastguard Worker
200*c8dee2aaSAndroid Build Coastguard Worker } // namespace
201*c8dee2aaSAndroid Build Coastguard Worker
VelloScene()202*c8dee2aaSAndroid Build Coastguard Worker VelloScene::VelloScene() : fEncoding(vello_cpp::new_encoding()) {}
203*c8dee2aaSAndroid Build Coastguard Worker
reset()204*c8dee2aaSAndroid Build Coastguard Worker void VelloScene::reset() {
205*c8dee2aaSAndroid Build Coastguard Worker fEncoding->reset();
206*c8dee2aaSAndroid Build Coastguard Worker }
207*c8dee2aaSAndroid Build Coastguard Worker
solidFill(const SkPath & shape,const SkColor4f & fillColor,const SkPathFillType fillType,const Transform & t)208*c8dee2aaSAndroid Build Coastguard Worker void VelloScene::solidFill(const SkPath& shape,
209*c8dee2aaSAndroid Build Coastguard Worker const SkColor4f& fillColor,
210*c8dee2aaSAndroid Build Coastguard Worker const SkPathFillType fillType,
211*c8dee2aaSAndroid Build Coastguard Worker const Transform& t) {
212*c8dee2aaSAndroid Build Coastguard Worker PathIter iter(shape, t);
213*c8dee2aaSAndroid Build Coastguard Worker fEncoding->fill(to_fill_type(fillType),
214*c8dee2aaSAndroid Build Coastguard Worker to_vello_affine(t),
215*c8dee2aaSAndroid Build Coastguard Worker {vello_cpp::BrushKind::Solid, {to_vello_color(fillColor)}},
216*c8dee2aaSAndroid Build Coastguard Worker iter);
217*c8dee2aaSAndroid Build Coastguard Worker }
218*c8dee2aaSAndroid Build Coastguard Worker
solidStroke(const SkPath & shape,const SkColor4f & fillColor,const SkStrokeRec & style,const Transform & t)219*c8dee2aaSAndroid Build Coastguard Worker void VelloScene::solidStroke(const SkPath& shape,
220*c8dee2aaSAndroid Build Coastguard Worker const SkColor4f& fillColor,
221*c8dee2aaSAndroid Build Coastguard Worker const SkStrokeRec& style,
222*c8dee2aaSAndroid Build Coastguard Worker const Transform& t) {
223*c8dee2aaSAndroid Build Coastguard Worker // TODO: Obtain dashing pattern here and let Vello handle dashing on the CPU while
224*c8dee2aaSAndroid Build Coastguard Worker // encoding the path?
225*c8dee2aaSAndroid Build Coastguard Worker PathIter iter(shape, t);
226*c8dee2aaSAndroid Build Coastguard Worker vello_cpp::Brush brush{vello_cpp::BrushKind::Solid, {to_vello_color(fillColor)}};
227*c8dee2aaSAndroid Build Coastguard Worker fEncoding->stroke(to_stroke(style), to_vello_affine(t), brush, iter);
228*c8dee2aaSAndroid Build Coastguard Worker }
229*c8dee2aaSAndroid Build Coastguard Worker
pushClipLayer(const SkPath & shape,const Transform & t)230*c8dee2aaSAndroid Build Coastguard Worker void VelloScene::pushClipLayer(const SkPath& shape, const Transform& t) {
231*c8dee2aaSAndroid Build Coastguard Worker PathIter iter(shape, t);
232*c8dee2aaSAndroid Build Coastguard Worker fEncoding->begin_clip(to_vello_affine(t), iter);
233*c8dee2aaSAndroid Build Coastguard Worker SkDEBUGCODE(fLayers++;)
234*c8dee2aaSAndroid Build Coastguard Worker }
235*c8dee2aaSAndroid Build Coastguard Worker
popClipLayer()236*c8dee2aaSAndroid Build Coastguard Worker void VelloScene::popClipLayer() {
237*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fLayers > 0);
238*c8dee2aaSAndroid Build Coastguard Worker fEncoding->end_clip();
239*c8dee2aaSAndroid Build Coastguard Worker SkDEBUGCODE(fLayers--;)
240*c8dee2aaSAndroid Build Coastguard Worker }
241*c8dee2aaSAndroid Build Coastguard Worker
append(const VelloScene & other)242*c8dee2aaSAndroid Build Coastguard Worker void VelloScene::append(const VelloScene& other) {
243*c8dee2aaSAndroid Build Coastguard Worker fEncoding->append(*other.fEncoding);
244*c8dee2aaSAndroid Build Coastguard Worker }
245*c8dee2aaSAndroid Build Coastguard Worker
VelloRenderer(const Caps * caps)246*c8dee2aaSAndroid Build Coastguard Worker VelloRenderer::VelloRenderer(const Caps* caps) {
247*c8dee2aaSAndroid Build Coastguard Worker if (ComputeShaderCoverageMaskTargetFormat(caps) == kAlpha_8_SkColorType) {
248*c8dee2aaSAndroid Build Coastguard Worker fFineArea = std::make_unique<VelloFineAreaAlpha8Step>();
249*c8dee2aaSAndroid Build Coastguard Worker fFineMsaa16 = std::make_unique<VelloFineMsaa16Alpha8Step>();
250*c8dee2aaSAndroid Build Coastguard Worker fFineMsaa8 = std::make_unique<VelloFineMsaa8Alpha8Step>();
251*c8dee2aaSAndroid Build Coastguard Worker } else {
252*c8dee2aaSAndroid Build Coastguard Worker fFineArea = std::make_unique<VelloFineAreaStep>();
253*c8dee2aaSAndroid Build Coastguard Worker fFineMsaa16 = std::make_unique<VelloFineMsaa16Step>();
254*c8dee2aaSAndroid Build Coastguard Worker fFineMsaa8 = std::make_unique<VelloFineMsaa8Step>();
255*c8dee2aaSAndroid Build Coastguard Worker }
256*c8dee2aaSAndroid Build Coastguard Worker }
257*c8dee2aaSAndroid Build Coastguard Worker
258*c8dee2aaSAndroid Build Coastguard Worker VelloRenderer::~VelloRenderer() = default;
259*c8dee2aaSAndroid Build Coastguard Worker
renderScene(const RenderParams & params,const VelloScene & scene,sk_sp<TextureProxy> target,Recorder * recorder) const260*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<DispatchGroup> VelloRenderer::renderScene(const RenderParams& params,
261*c8dee2aaSAndroid Build Coastguard Worker const VelloScene& scene,
262*c8dee2aaSAndroid Build Coastguard Worker sk_sp<TextureProxy> target,
263*c8dee2aaSAndroid Build Coastguard Worker Recorder* recorder) const {
264*c8dee2aaSAndroid Build Coastguard Worker TRACE_EVENT0("skia.gpu", TRACE_FUNC);
265*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(target);
266*c8dee2aaSAndroid Build Coastguard Worker
267*c8dee2aaSAndroid Build Coastguard Worker if (scene.fEncoding->is_empty()) {
268*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
269*c8dee2aaSAndroid Build Coastguard Worker }
270*c8dee2aaSAndroid Build Coastguard Worker
271*c8dee2aaSAndroid Build Coastguard Worker if (params.fWidth == 0 || params.fHeight == 0) {
272*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
273*c8dee2aaSAndroid Build Coastguard Worker }
274*c8dee2aaSAndroid Build Coastguard Worker
275*c8dee2aaSAndroid Build Coastguard Worker // TODO: validate that the pixel format matches the pipeline layout.
276*c8dee2aaSAndroid Build Coastguard Worker // Clamp the draw region to the target texture dimensions.
277*c8dee2aaSAndroid Build Coastguard Worker const SkISize dims = target->dimensions();
278*c8dee2aaSAndroid Build Coastguard Worker if (dims.isEmpty() || dims.fWidth < 0 || dims.fHeight < 0) {
279*c8dee2aaSAndroid Build Coastguard Worker SKGPU_LOG_W("VelloRenderer: cannot render to an empty target");
280*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
281*c8dee2aaSAndroid Build Coastguard Worker }
282*c8dee2aaSAndroid Build Coastguard Worker
283*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(scene.fLayers == 0); // Begin/end clips must be matched.
284*c8dee2aaSAndroid Build Coastguard Worker auto config = scene.fEncoding->prepare_render(
285*c8dee2aaSAndroid Build Coastguard Worker std::min(params.fWidth, static_cast<uint32_t>(dims.fWidth)),
286*c8dee2aaSAndroid Build Coastguard Worker std::min(params.fHeight, static_cast<uint32_t>(dims.fHeight)),
287*c8dee2aaSAndroid Build Coastguard Worker to_vello_color(params.fBaseColor));
288*c8dee2aaSAndroid Build Coastguard Worker auto dispatchInfo = config->workgroup_counts();
289*c8dee2aaSAndroid Build Coastguard Worker auto bufferSizes = config->buffer_sizes();
290*c8dee2aaSAndroid Build Coastguard Worker
291*c8dee2aaSAndroid Build Coastguard Worker DispatchGroup::Builder builder(recorder);
292*c8dee2aaSAndroid Build Coastguard Worker
293*c8dee2aaSAndroid Build Coastguard Worker // In total there are 25 resources that are used across the full pipeline stages. The sizes of
294*c8dee2aaSAndroid Build Coastguard Worker // these resources depend on the encoded scene. We allocate all of them and assign them
295*c8dee2aaSAndroid Build Coastguard Worker // directly to the builder here instead of delegating the logic to the ComputeSteps.
296*c8dee2aaSAndroid Build Coastguard Worker DrawBufferManager* bufMgr = recorder->priv().drawBufferManager();
297*c8dee2aaSAndroid Build Coastguard Worker
298*c8dee2aaSAndroid Build Coastguard Worker size_t uboSize = config->config_uniform_buffer_size();
299*c8dee2aaSAndroid Build Coastguard Worker auto [uboPtr, configBuf] = bufMgr->getUniformPointer(uboSize);
300*c8dee2aaSAndroid Build Coastguard Worker if (!uboPtr || !config->write_config_uniform_buffer(to_slice(uboPtr, uboSize))) {
301*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
302*c8dee2aaSAndroid Build Coastguard Worker }
303*c8dee2aaSAndroid Build Coastguard Worker
304*c8dee2aaSAndroid Build Coastguard Worker size_t sceneSize = config->scene_buffer_size();
305*c8dee2aaSAndroid Build Coastguard Worker auto [scenePtr, sceneBuf] = bufMgr->getStoragePointer(sceneSize);
306*c8dee2aaSAndroid Build Coastguard Worker if (!scenePtr || !config->write_scene_buffer(to_slice(scenePtr, sceneSize))) {
307*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
308*c8dee2aaSAndroid Build Coastguard Worker }
309*c8dee2aaSAndroid Build Coastguard Worker
310*c8dee2aaSAndroid Build Coastguard Worker // TODO(b/285189802): The default sizes for the bump buffers (~97MB) exceed Graphite's resource
311*c8dee2aaSAndroid Build Coastguard Worker // budget if multiple passes are necessary per frame (250MB, see ResouceCache.h). We apply a
312*c8dee2aaSAndroid Build Coastguard Worker // crude size reduction here which seems to be enough for a 4k x 4k atlas render for the GMs
313*c8dee2aaSAndroid Build Coastguard Worker // that we have tested. The numbers below are able to render GM_longpathdash with CPU-side
314*c8dee2aaSAndroid Build Coastguard Worker // stroke expansion.
315*c8dee2aaSAndroid Build Coastguard Worker //
316*c8dee2aaSAndroid Build Coastguard Worker // We need to come up with a better approach to accurately predict the sizes for these buffers
317*c8dee2aaSAndroid Build Coastguard Worker // based on the scene encoding and our resource budget. It should be possible to build a
318*c8dee2aaSAndroid Build Coastguard Worker // conservative estimate using the total number of path verbs, some heuristic based on the verb
319*c8dee2aaSAndroid Build Coastguard Worker // and the path's transform, and the total number of tiles.
320*c8dee2aaSAndroid Build Coastguard Worker //
321*c8dee2aaSAndroid Build Coastguard Worker // The following numbers amount to ~48MB
322*c8dee2aaSAndroid Build Coastguard Worker const size_t lines_size = bufferSizes.lines;
323*c8dee2aaSAndroid Build Coastguard Worker const size_t bin_data_size = bufferSizes.bin_data;
324*c8dee2aaSAndroid Build Coastguard Worker const size_t tiles_size = bufferSizes.tiles;
325*c8dee2aaSAndroid Build Coastguard Worker const size_t segments_size = bufferSizes.segments;
326*c8dee2aaSAndroid Build Coastguard Worker const size_t seg_counts_size = bufferSizes.seg_counts;
327*c8dee2aaSAndroid Build Coastguard Worker const size_t ptcl_size = bufferSizes.ptcl;
328*c8dee2aaSAndroid Build Coastguard Worker
329*c8dee2aaSAndroid Build Coastguard Worker // See the comments in VelloComputeSteps.h for an explanation of the logic here.
330*c8dee2aaSAndroid Build Coastguard Worker
331*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(configBuf, kVelloSlot_ConfigUniform);
332*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(sceneBuf, kVelloSlot_Scene);
333*c8dee2aaSAndroid Build Coastguard Worker
334*c8dee2aaSAndroid Build Coastguard Worker // Buffers get cleared ahead of the entire DispatchGroup. Allocate the bump buffer early to
335*c8dee2aaSAndroid Build Coastguard Worker // avoid a potentially recycled (and prematurely cleared) scratch buffer.
336*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer bump = bufMgr->getScratchStorage(bufferSizes.bump_alloc);
337*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(bump), kVelloSlot_BumpAlloc, ClearBuffer::kYes);
338*c8dee2aaSAndroid Build Coastguard Worker
339*c8dee2aaSAndroid Build Coastguard Worker // path_reduce
340*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer tagmonoids = bufMgr->getScratchStorage(bufferSizes.path_monoids);
341*c8dee2aaSAndroid Build Coastguard Worker {
342*c8dee2aaSAndroid Build Coastguard Worker // This can be immediately returned after input processing.
343*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer pathtagReduceOutput = bufMgr->getScratchStorage(bufferSizes.path_reduced);
344*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(pathtagReduceOutput),
345*c8dee2aaSAndroid Build Coastguard Worker kVelloSlot_PathtagReduceOutput);
346*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(tagmonoids), kVelloSlot_TagMonoid);
347*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fPathtagReduce, to_wg_size(dispatchInfo.path_reduce));
348*c8dee2aaSAndroid Build Coastguard Worker
349*c8dee2aaSAndroid Build Coastguard Worker // If the input is too large to be fully processed by a single workgroup then a second
350*c8dee2aaSAndroid Build Coastguard Worker // reduce step and two scan steps are necessary. Otherwise one reduce+scan pair is
351*c8dee2aaSAndroid Build Coastguard Worker // sufficient.
352*c8dee2aaSAndroid Build Coastguard Worker //
353*c8dee2aaSAndroid Build Coastguard Worker // In either case, the result is `tagmonoids`.
354*c8dee2aaSAndroid Build Coastguard Worker if (dispatchInfo.use_large_path_scan) {
355*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer reduced2 = bufMgr->getScratchStorage(bufferSizes.path_reduced2);
356*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer reducedScan = bufMgr->getScratchStorage(bufferSizes.path_reduced_scan);
357*c8dee2aaSAndroid Build Coastguard Worker
358*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(reduced2),
359*c8dee2aaSAndroid Build Coastguard Worker kVelloSlot_LargePathtagReduceSecondPassOutput);
360*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(reducedScan),
361*c8dee2aaSAndroid Build Coastguard Worker kVelloSlot_LargePathtagScanFirstPassOutput);
362*c8dee2aaSAndroid Build Coastguard Worker
363*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fPathtagReduce2, to_wg_size(dispatchInfo.path_reduce2));
364*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fPathtagScan1, to_wg_size(dispatchInfo.path_scan1));
365*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fPathtagScanLarge, to_wg_size(dispatchInfo.path_scan));
366*c8dee2aaSAndroid Build Coastguard Worker } else {
367*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fPathtagScanSmall, to_wg_size(dispatchInfo.path_scan));
368*c8dee2aaSAndroid Build Coastguard Worker }
369*c8dee2aaSAndroid Build Coastguard Worker }
370*c8dee2aaSAndroid Build Coastguard Worker
371*c8dee2aaSAndroid Build Coastguard Worker // bbox_clear
372*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer pathBboxes = bufMgr->getScratchStorage(bufferSizes.path_bboxes);
373*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(pathBboxes), kVelloSlot_PathBBoxes);
374*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fBboxClear, to_wg_size(dispatchInfo.bbox_clear));
375*c8dee2aaSAndroid Build Coastguard Worker
376*c8dee2aaSAndroid Build Coastguard Worker // flatten
377*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer lines = bufMgr->getScratchStorage(lines_size);
378*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(lines), kVelloSlot_Lines);
379*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fFlatten, to_wg_size(dispatchInfo.flatten));
380*c8dee2aaSAndroid Build Coastguard Worker
381*c8dee2aaSAndroid Build Coastguard Worker tagmonoids.returnToPool();
382*c8dee2aaSAndroid Build Coastguard Worker
383*c8dee2aaSAndroid Build Coastguard Worker // draw_reduce
384*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer drawReduced = bufMgr->getScratchStorage(bufferSizes.draw_reduced);
385*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(drawReduced), kVelloSlot_DrawReduceOutput);
386*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fDrawReduce, to_wg_size(dispatchInfo.draw_reduce));
387*c8dee2aaSAndroid Build Coastguard Worker
388*c8dee2aaSAndroid Build Coastguard Worker // draw_leaf
389*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer drawMonoids = bufMgr->getScratchStorage(bufferSizes.draw_monoids);
390*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer binData = bufMgr->getScratchStorage(bin_data_size);
391*c8dee2aaSAndroid Build Coastguard Worker // A clip input buffer must still get bound even if the encoding doesn't contain any clips
392*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer clipInput = bufMgr->getScratchStorage(bufferSizes.clip_inps);
393*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(drawMonoids), kVelloSlot_DrawMonoid);
394*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(binData), kVelloSlot_InfoBinData);
395*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(clipInput), kVelloSlot_ClipInput);
396*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fDrawLeaf, to_wg_size(dispatchInfo.draw_leaf));
397*c8dee2aaSAndroid Build Coastguard Worker
398*c8dee2aaSAndroid Build Coastguard Worker drawReduced.returnToPool();
399*c8dee2aaSAndroid Build Coastguard Worker
400*c8dee2aaSAndroid Build Coastguard Worker // clip_reduce, clip_leaf
401*c8dee2aaSAndroid Build Coastguard Worker // The clip bbox buffer is always an input to the binning stage, even when the encoding doesn't
402*c8dee2aaSAndroid Build Coastguard Worker // contain any clips
403*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer clipBboxes = bufMgr->getScratchStorage(bufferSizes.clip_bboxes);
404*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(clipBboxes), kVelloSlot_ClipBBoxes);
405*c8dee2aaSAndroid Build Coastguard Worker WorkgroupSize clipReduceWgCount = to_wg_size(dispatchInfo.clip_reduce);
406*c8dee2aaSAndroid Build Coastguard Worker WorkgroupSize clipLeafWgCount = to_wg_size(dispatchInfo.clip_leaf);
407*c8dee2aaSAndroid Build Coastguard Worker bool doClipReduce = clipReduceWgCount.scalarSize() > 0u;
408*c8dee2aaSAndroid Build Coastguard Worker bool doClipLeaf = clipLeafWgCount.scalarSize() > 0u;
409*c8dee2aaSAndroid Build Coastguard Worker if (doClipReduce || doClipLeaf) {
410*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer clipBic = bufMgr->getScratchStorage(bufferSizes.clip_bics);
411*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer clipEls = bufMgr->getScratchStorage(bufferSizes.clip_els);
412*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(clipBic), kVelloSlot_ClipBicyclic);
413*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(clipEls), kVelloSlot_ClipElement);
414*c8dee2aaSAndroid Build Coastguard Worker if (doClipReduce) {
415*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fClipReduce, clipReduceWgCount);
416*c8dee2aaSAndroid Build Coastguard Worker }
417*c8dee2aaSAndroid Build Coastguard Worker if (doClipLeaf) {
418*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fClipLeaf, clipLeafWgCount);
419*c8dee2aaSAndroid Build Coastguard Worker }
420*c8dee2aaSAndroid Build Coastguard Worker }
421*c8dee2aaSAndroid Build Coastguard Worker
422*c8dee2aaSAndroid Build Coastguard Worker clipInput.returnToPool();
423*c8dee2aaSAndroid Build Coastguard Worker
424*c8dee2aaSAndroid Build Coastguard Worker // binning
425*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer drawBboxes = bufMgr->getScratchStorage(bufferSizes.draw_bboxes);
426*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer binHeaders = bufMgr->getScratchStorage(bufferSizes.bin_headers);
427*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(drawBboxes), kVelloSlot_DrawBBoxes);
428*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(binHeaders), kVelloSlot_BinHeader);
429*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fBinning, to_wg_size(dispatchInfo.binning));
430*c8dee2aaSAndroid Build Coastguard Worker
431*c8dee2aaSAndroid Build Coastguard Worker pathBboxes.returnToPool();
432*c8dee2aaSAndroid Build Coastguard Worker clipBboxes.returnToPool();
433*c8dee2aaSAndroid Build Coastguard Worker
434*c8dee2aaSAndroid Build Coastguard Worker // tile_alloc
435*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer paths = bufMgr->getScratchStorage(bufferSizes.paths);
436*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer tiles = bufMgr->getScratchStorage(tiles_size);
437*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(paths), kVelloSlot_Path);
438*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(tiles), kVelloSlot_Tile);
439*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fTileAlloc, to_wg_size(dispatchInfo.tile_alloc));
440*c8dee2aaSAndroid Build Coastguard Worker
441*c8dee2aaSAndroid Build Coastguard Worker drawBboxes.returnToPool();
442*c8dee2aaSAndroid Build Coastguard Worker
443*c8dee2aaSAndroid Build Coastguard Worker // path_count_setup
444*c8dee2aaSAndroid Build Coastguard Worker auto indirectCountBuffer = new_indirect_slice(bufMgr, bufferSizes.indirect_count);
445*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(indirectCountBuffer, kVelloSlot_IndirectCount);
446*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fPathCountSetup, to_wg_size(dispatchInfo.path_count_setup));
447*c8dee2aaSAndroid Build Coastguard Worker
448*c8dee2aaSAndroid Build Coastguard Worker // Rasterization stage scratch buffers.
449*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer seg_counts = bufMgr->getScratchStorage(seg_counts_size);
450*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer segments = bufMgr->getScratchStorage(segments_size);
451*c8dee2aaSAndroid Build Coastguard Worker ScratchBuffer ptcl = bufMgr->getScratchStorage(ptcl_size);
452*c8dee2aaSAndroid Build Coastguard Worker
453*c8dee2aaSAndroid Build Coastguard Worker // path_count
454*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(seg_counts), kVelloSlot_SegmentCounts);
455*c8dee2aaSAndroid Build Coastguard Worker builder.appendStepIndirect(&fPathCount, indirectCountBuffer);
456*c8dee2aaSAndroid Build Coastguard Worker
457*c8dee2aaSAndroid Build Coastguard Worker // backdrop
458*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fBackdrop, to_wg_size(dispatchInfo.backdrop));
459*c8dee2aaSAndroid Build Coastguard Worker
460*c8dee2aaSAndroid Build Coastguard Worker // coarse
461*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(ptcl), kVelloSlot_PTCL);
462*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fCoarse, to_wg_size(dispatchInfo.coarse));
463*c8dee2aaSAndroid Build Coastguard Worker
464*c8dee2aaSAndroid Build Coastguard Worker // path_tiling_setup
465*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(&fPathTilingSetup, to_wg_size(dispatchInfo.path_tiling_setup));
466*c8dee2aaSAndroid Build Coastguard Worker
467*c8dee2aaSAndroid Build Coastguard Worker // path_tiling
468*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedBuffer(new_scratch_slice(segments), kVelloSlot_Segments);
469*c8dee2aaSAndroid Build Coastguard Worker builder.appendStepIndirect(&fPathTiling, indirectCountBuffer);
470*c8dee2aaSAndroid Build Coastguard Worker
471*c8dee2aaSAndroid Build Coastguard Worker // fine
472*c8dee2aaSAndroid Build Coastguard Worker builder.assignSharedTexture(std::move(target), kVelloSlot_OutputImage);
473*c8dee2aaSAndroid Build Coastguard Worker const ComputeStep* fineVariant = nullptr;
474*c8dee2aaSAndroid Build Coastguard Worker switch (params.fAaConfig) {
475*c8dee2aaSAndroid Build Coastguard Worker case VelloAaConfig::kAnalyticArea:
476*c8dee2aaSAndroid Build Coastguard Worker fineVariant = fFineArea.get();
477*c8dee2aaSAndroid Build Coastguard Worker break;
478*c8dee2aaSAndroid Build Coastguard Worker case VelloAaConfig::kMSAA16:
479*c8dee2aaSAndroid Build Coastguard Worker fineVariant = fFineMsaa16.get();
480*c8dee2aaSAndroid Build Coastguard Worker break;
481*c8dee2aaSAndroid Build Coastguard Worker case VelloAaConfig::kMSAA8:
482*c8dee2aaSAndroid Build Coastguard Worker fineVariant = fFineMsaa8.get();
483*c8dee2aaSAndroid Build Coastguard Worker break;
484*c8dee2aaSAndroid Build Coastguard Worker }
485*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fineVariant != nullptr);
486*c8dee2aaSAndroid Build Coastguard Worker builder.appendStep(fineVariant, to_wg_size(dispatchInfo.fine));
487*c8dee2aaSAndroid Build Coastguard Worker
488*c8dee2aaSAndroid Build Coastguard Worker return builder.finalize();
489*c8dee2aaSAndroid Build Coastguard Worker }
490*c8dee2aaSAndroid Build Coastguard Worker
491*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
492