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      1 /*
      2  * Copyright 2017 Google Inc.
      3  *
      4  * Use of this source code is governed by a BSD-style license that can be
      5  * found in the LICENSE file.
      6  */
      7 
      8 #include "GrCCCoverageProcessor.h"
      9 
     10 #include "GrMesh.h"
     11 #include "glsl/GrGLSLVertexGeoBuilder.h"
     12 
     13 using InputType = GrGLSLGeometryBuilder::InputType;
     14 using OutputType = GrGLSLGeometryBuilder::OutputType;
     15 
     16 /**
     17  * This class and its subclasses implement the coverage processor with geometry shaders.
     18  */
     19 class GrCCCoverageProcessor::GSImpl : public GrGLSLGeometryProcessor {
     20 protected:
     21     GSImpl(std::unique_ptr<Shader> shader) : fShader(std::move(shader)) {}
     22 
     23     virtual bool hasCoverage() const { return false; }
     24 
     25     void setData(const GrGLSLProgramDataManager& pdman, const GrPrimitiveProcessor&,
     26                  FPCoordTransformIter&& transformIter) final {
     27         this->setTransformDataHelper(SkMatrix::I(), pdman, &transformIter);
     28     }
     29 
     30     void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) final {
     31         const GrCCCoverageProcessor& proc = args.fGP.cast<GrCCCoverageProcessor>();
     32 
     33         // The vertex shader simply forwards transposed x or y values to the geometry shader.
     34         SkASSERT(1 == proc.numVertexAttributes());
     35         gpArgs->fPositionVar = proc.fVertexAttribute.asShaderVar();
     36 
     37         // Geometry shader.
     38         GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
     39         this->emitGeometryShader(proc, varyingHandler, args.fGeomBuilder, args.fRTAdjustName);
     40         varyingHandler->emitAttributes(proc);
     41         varyingHandler->setNoPerspective();
     42         SkASSERT(!args.fFPCoordTransformHandler->nextCoordTransform());
     43 
     44         // Fragment shader.
     45         fShader->emitFragmentCode(proc, args.fFragBuilder, args.fOutputColor, args.fOutputCoverage);
     46     }
     47 
     48     void emitGeometryShader(const GrCCCoverageProcessor& proc,
     49                             GrGLSLVaryingHandler* varyingHandler, GrGLSLGeometryBuilder* g,
     50                             const char* rtAdjust) const {
     51         int numInputPoints = proc.numInputPoints();
     52         SkASSERT(3 == numInputPoints || 4 == numInputPoints);
     53 
     54         int inputWidth = (4 == numInputPoints || proc.hasInputWeight()) ? 4 : 3;
     55         const char* posValues = (4 == inputWidth) ? "sk_Position" : "sk_Position.xyz";
     56         g->codeAppendf("float%ix2 pts = transpose(float2x%i(sk_in[0].%s, sk_in[1].%s));",
     57                        inputWidth, inputWidth, posValues, posValues);
     58 
     59         GrShaderVar wind("wind", kHalf_GrSLType);
     60         g->declareGlobal(wind);
     61         Shader::CalcWind(proc, g, "pts", wind.c_str());
     62         if (PrimitiveType::kWeightedTriangles == proc.fPrimitiveType) {
     63             SkASSERT(3 == numInputPoints);
     64             SkASSERT(kFloat4_GrVertexAttribType == proc.fVertexAttribute.cpuType());
     65             g->codeAppendf("%s *= sk_in[0].sk_Position.w;", wind.c_str());
     66         }
     67 
     68         SkString emitVertexFn;
     69         SkSTArray<2, GrShaderVar> emitArgs;
     70         const char* corner = emitArgs.emplace_back("corner", kFloat2_GrSLType).c_str();
     71         const char* bloatdir = emitArgs.emplace_back("bloatdir", kFloat2_GrSLType).c_str();
     72         const char* coverage = nullptr;
     73         if (this->hasCoverage()) {
     74             coverage = emitArgs.emplace_back("coverage", kHalf_GrSLType).c_str();
     75         }
     76         const char* cornerCoverage = nullptr;
     77         if (GSSubpass::kCorners == proc.fGSSubpass) {
     78             cornerCoverage = emitArgs.emplace_back("corner_coverage", kHalf2_GrSLType).c_str();
     79         }
     80         g->emitFunction(kVoid_GrSLType, "emitVertex", emitArgs.count(), emitArgs.begin(), [&]() {
     81             SkString fnBody;
     82             if (coverage) {
     83                 fnBody.appendf("%s *= %s;", coverage, wind.c_str());
     84             }
     85             if (cornerCoverage) {
     86                 fnBody.appendf("%s.x *= %s;", cornerCoverage, wind.c_str());
     87             }
     88             fnBody.appendf("float2 vertexpos = fma(%s, float2(bloat), %s);", bloatdir, corner);
     89             fShader->emitVaryings(varyingHandler, GrGLSLVarying::Scope::kGeoToFrag, &fnBody,
     90                                   "vertexpos", coverage ? coverage : wind.c_str(), cornerCoverage);
     91             g->emitVertex(&fnBody, "vertexpos", rtAdjust);
     92             return fnBody;
     93         }().c_str(), &emitVertexFn);
     94 
     95         float bloat = kAABloatRadius;
     96 #ifdef SK_DEBUG
     97         if (proc.debugBloatEnabled()) {
     98             bloat *= proc.debugBloat();
     99         }
    100 #endif
    101         g->defineConstant("bloat", bloat);
    102 
    103         this->onEmitGeometryShader(proc, g, wind, emitVertexFn.c_str());
    104     }
    105 
    106     virtual void onEmitGeometryShader(const GrCCCoverageProcessor&, GrGLSLGeometryBuilder*,
    107                                       const GrShaderVar& wind, const char* emitVertexFn) const = 0;
    108 
    109     virtual ~GSImpl() {}
    110 
    111     const std::unique_ptr<Shader> fShader;
    112 
    113     typedef GrGLSLGeometryProcessor INHERITED;
    114 };
    115 
    116 /**
    117  * Generates conservative rasters around a triangle and its edges, and calculates coverage ramps.
    118  *
    119  * Triangle rough outlines are drawn in two steps: (1) draw a conservative raster of the entire
    120  * triangle, with a coverage of +1, and (2) draw conservative rasters around each edge, with a
    121  * coverage ramp from -1 to 0. These edge coverage values convert jagged conservative raster edges
    122  * into smooth, antialiased ones.
    123  *
    124  * The final corners get touched up in a later step by GSTriangleCornerImpl.
    125  */
    126 class GrCCCoverageProcessor::GSTriangleHullImpl : public GrCCCoverageProcessor::GSImpl {
    127 public:
    128     GSTriangleHullImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
    129 
    130     bool hasCoverage() const override { return true; }
    131 
    132     void onEmitGeometryShader(const GrCCCoverageProcessor&, GrGLSLGeometryBuilder* g,
    133                               const GrShaderVar& wind, const char* emitVertexFn) const override {
    134         fShader->emitSetupCode(g, "pts", wind.c_str());
    135 
    136         // Visualize the input triangle as upright and equilateral, with a flat base. Paying special
    137         // attention to wind, we can identify the points as top, bottom-left, and bottom-right.
    138         //
    139         // NOTE: We generate the rasters in 5 independent invocations, so each invocation designates
    140         // the corner it will begin with as the top.
    141         g->codeAppendf("int i = (%s > 0 ? sk_InvocationID : 4 - sk_InvocationID) %% 3;",
    142                        wind.c_str());
    143         g->codeAppend ("float2 top = pts[i];");
    144         g->codeAppendf("float2 right = pts[(i + (%s > 0 ? 1 : 2)) %% 3];", wind.c_str());
    145         g->codeAppendf("float2 left = pts[(i + (%s > 0 ? 2 : 1)) %% 3];", wind.c_str());
    146 
    147         // Determine which direction to outset the conservative raster from each of the three edges.
    148         g->codeAppend ("float2 leftbloat = sign(top - left);");
    149         g->codeAppend ("leftbloat = float2(0 != leftbloat.y ? leftbloat.y : leftbloat.x, "
    150                                           "0 != leftbloat.x ? -leftbloat.x : -leftbloat.y);");
    151 
    152         g->codeAppend ("float2 rightbloat = sign(right - top);");
    153         g->codeAppend ("rightbloat = float2(0 != rightbloat.y ? rightbloat.y : rightbloat.x, "
    154                                            "0 != rightbloat.x ? -rightbloat.x : -rightbloat.y);");
    155 
    156         g->codeAppend ("float2 downbloat = sign(left - right);");
    157         g->codeAppend ("downbloat = float2(0 != downbloat.y ? downbloat.y : downbloat.x, "
    158                                            "0 != downbloat.x ? -downbloat.x : -downbloat.y);");
    159 
    160         // The triangle's conservative raster has a coverage of +1 all around.
    161         g->codeAppend ("half4 coverages = half4(+1);");
    162 
    163         // Edges have coverage ramps.
    164         g->codeAppend ("if (sk_InvocationID >= 2) {"); // Are we an edge?
    165         Shader::CalcEdgeCoverageAtBloatVertex(g, "top", "right",
    166                                               "float2(+rightbloat.y, -rightbloat.x)",
    167                                               "coverages[0]");
    168         g->codeAppend (    "coverages.yzw = half3(-1, 0, -1 - coverages[0]);");
    169         // Reassign bloats to characterize a conservative raster around a single edge, rather than
    170         // the entire triangle.
    171         g->codeAppend (    "leftbloat = downbloat = -rightbloat;");
    172         g->codeAppend ("}");
    173 
    174         // Here we generate the conservative raster geometry. The triangle's conservative raster is
    175         // the convex hull of 3 pixel-size boxes centered on the input points. This translates to a
    176         // convex polygon with either one, two, or three vertices at each input point (depending on
    177         // how sharp the corner is) that we split between two invocations. Edge conservative rasters
    178         // are convex hulls of 2 pixel-size boxes, one at each endpoint. For more details on
    179         // conservative raster, see:
    180         // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
    181         g->codeAppendf("bool2 left_right_notequal = notEqual(leftbloat, rightbloat);");
    182         g->codeAppend ("if (all(left_right_notequal)) {");
    183                            // The top corner will have three conservative raster vertices. Emit the
    184                            // middle one first to the triangle strip.
    185         g->codeAppendf(    "%s(top, float2(-leftbloat.y, +leftbloat.x), coverages[0]);",
    186                            emitVertexFn);
    187         g->codeAppend ("}");
    188         g->codeAppend ("if (any(left_right_notequal)) {");
    189                            // Second conservative raster vertex for the top corner.
    190         g->codeAppendf(    "%s(top, rightbloat, coverages[1]);", emitVertexFn);
    191         g->codeAppend ("}");
    192 
    193         // Main interior body.
    194         g->codeAppendf("%s(top, leftbloat, coverages[2]);", emitVertexFn);
    195         g->codeAppendf("%s(right, rightbloat, coverages[1]);", emitVertexFn);
    196 
    197         // Here the invocations diverge slightly. We can't symmetrically divide three triangle
    198         // points between two invocations, so each does the following:
    199         //
    200         // sk_InvocationID=0: Finishes the main interior body of the triangle hull.
    201         // sk_InvocationID=1: Remaining two conservative raster vertices for the third hull corner.
    202         // sk_InvocationID=2..4: Finish the opposite endpoint of their corresponding edge.
    203         g->codeAppendf("bool2 right_down_notequal = notEqual(rightbloat, downbloat);");
    204         g->codeAppend ("if (any(right_down_notequal) || 0 == sk_InvocationID) {");
    205         g->codeAppendf(    "%s((0 == sk_InvocationID) ? left : right, "
    206                               "(0 == sk_InvocationID) ? leftbloat : downbloat, "
    207                               "coverages[2]);", emitVertexFn);
    208         g->codeAppend ("}");
    209         g->codeAppend ("if (all(right_down_notequal) && 0 != sk_InvocationID) {");
    210         g->codeAppendf(    "%s(right, float2(-rightbloat.y, +rightbloat.x), coverages[3]);",
    211                            emitVertexFn);
    212         g->codeAppend ("}");
    213 
    214         // 5 invocations: 2 triangle hull invocations and 3 edges.
    215         g->configure(InputType::kLines, OutputType::kTriangleStrip, 6, 5);
    216     }
    217 };
    218 
    219 /**
    220  * Generates a conservative raster around a convex quadrilateral that encloses a cubic or quadratic.
    221  */
    222 class GrCCCoverageProcessor::GSCurveHullImpl : public GrCCCoverageProcessor::GSImpl {
    223 public:
    224     GSCurveHullImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
    225 
    226     void onEmitGeometryShader(const GrCCCoverageProcessor&, GrGLSLGeometryBuilder* g,
    227                               const GrShaderVar& wind, const char* emitVertexFn) const override {
    228         const char* hullPts = "pts";
    229         fShader->emitSetupCode(g, "pts", wind.c_str(), &hullPts);
    230 
    231         // Visualize the input (convex) quadrilateral as a square. Paying special attention to wind,
    232         // we can identify the points by their corresponding corner.
    233         //
    234         // NOTE: We split the square down the diagonal from top-right to bottom-left, and generate
    235         // the hull in two independent invocations. Each invocation designates the corner it will
    236         // begin with as top-left.
    237         g->codeAppend ("int i = sk_InvocationID * 2;");
    238         g->codeAppendf("float2 topleft = %s[i];", hullPts);
    239         g->codeAppendf("float2 topright = %s[%s > 0 ? i + 1 : 3 - i];", hullPts, wind.c_str());
    240         g->codeAppendf("float2 bottomleft = %s[%s > 0 ? 3 - i : i + 1];", hullPts, wind.c_str());
    241         g->codeAppendf("float2 bottomright = %s[2 - i];", hullPts);
    242 
    243         // Determine how much to outset the conservative raster hull from the relevant edges.
    244         g->codeAppend ("float2 leftbloat = float2(topleft.y > bottomleft.y ? +1 : -1, "
    245                                                  "topleft.x > bottomleft.x ? -1 : +1);");
    246         g->codeAppend ("float2 upbloat = float2(topright.y > topleft.y ? +1 : -1, "
    247                                                "topright.x > topleft.x ? -1 : +1);");
    248         g->codeAppend ("float2 rightbloat = float2(bottomright.y > topright.y ? +1 : -1, "
    249                                                   "bottomright.x > topright.x ? -1 : +1);");
    250 
    251         // Here we generate the conservative raster geometry. It is the convex hull of 4 pixel-size
    252         // boxes centered on the input points, split evenly between two invocations. This translates
    253         // to a polygon with either one, two, or three vertices at each input point, depending on
    254         // how sharp the corner is. For more details on conservative raster, see:
    255         // https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html
    256         g->codeAppendf("bool2 left_up_notequal = notEqual(leftbloat, upbloat);");
    257         g->codeAppend ("if (all(left_up_notequal)) {");
    258                            // The top-left corner will have three conservative raster vertices.
    259                            // Emit the middle one first to the triangle strip.
    260         g->codeAppendf(    "%s(topleft, float2(-leftbloat.y, leftbloat.x));", emitVertexFn);
    261         g->codeAppend ("}");
    262         g->codeAppend ("if (any(left_up_notequal)) {");
    263                            // Second conservative raster vertex for the top-left corner.
    264         g->codeAppendf(    "%s(topleft, leftbloat);", emitVertexFn);
    265         g->codeAppend ("}");
    266 
    267         // Main interior body of this invocation's half of the hull.
    268         g->codeAppendf("%s(topleft, upbloat);", emitVertexFn);
    269         g->codeAppendf("%s(bottomleft, leftbloat);", emitVertexFn);
    270         g->codeAppendf("%s(topright, upbloat);", emitVertexFn);
    271 
    272         // Remaining two conservative raster vertices for the top-right corner.
    273         g->codeAppendf("bool2 up_right_notequal = notEqual(upbloat, rightbloat);");
    274         g->codeAppend ("if (any(up_right_notequal)) {");
    275         g->codeAppendf(    "%s(topright, rightbloat);", emitVertexFn);
    276         g->codeAppend ("}");
    277         g->codeAppend ("if (all(up_right_notequal)) {");
    278         g->codeAppendf(    "%s(topright, float2(-upbloat.y, upbloat.x));", emitVertexFn);
    279         g->codeAppend ("}");
    280 
    281         g->configure(InputType::kLines, OutputType::kTriangleStrip, 7, 2);
    282     }
    283 };
    284 
    285 /**
    286  * Generates conservative rasters around corners (aka pixel-size boxes) and calculates
    287  * coverage and attenuation ramps to fix up the coverage values written by the hulls.
    288  */
    289 class GrCCCoverageProcessor::GSCornerImpl : public GrCCCoverageProcessor::GSImpl {
    290 public:
    291     GSCornerImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
    292 
    293     bool hasCoverage() const override { return true; }
    294 
    295     void onEmitGeometryShader(const GrCCCoverageProcessor& proc, GrGLSLGeometryBuilder* g,
    296                               const GrShaderVar& wind, const char* emitVertexFn) const override {
    297         fShader->emitSetupCode(g, "pts", wind.c_str());
    298 
    299         g->codeAppendf("int corneridx = sk_InvocationID;");
    300         if (!proc.isTriangles()) {
    301             g->codeAppendf("corneridx *= %i;", proc.numInputPoints() - 1);
    302         }
    303 
    304         g->codeAppendf("float2 corner = pts[corneridx];");
    305         g->codeAppendf("float2 left = pts[(corneridx + (%s > 0 ? %i : 1)) %% %i];",
    306                        wind.c_str(), proc.numInputPoints() - 1, proc.numInputPoints());
    307         g->codeAppendf("float2 right = pts[(corneridx + (%s > 0 ? 1 : %i)) %% %i];",
    308                        wind.c_str(), proc.numInputPoints() - 1, proc.numInputPoints());
    309 
    310         g->codeAppend ("float2 leftdir = corner - left;");
    311         g->codeAppend ("leftdir = (float2(0) != leftdir) ? normalize(leftdir) : float2(1, 0);");
    312 
    313         g->codeAppend ("float2 rightdir = right - corner;");
    314         g->codeAppend ("rightdir = (float2(0) != rightdir) ? normalize(rightdir) : float2(1, 0);");
    315 
    316         // Find "outbloat" and "crossbloat" at our corner. The outbloat points diagonally out of the
    317         // triangle, in the direction that should ramp to zero coverage with attenuation. The
    318         // crossbloat runs perpindicular to outbloat.
    319         g->codeAppend ("float2 outbloat = float2(leftdir.x > rightdir.x ? +1 : -1, "
    320                                                 "leftdir.y > rightdir.y ? +1 : -1);");
    321         g->codeAppend ("float2 crossbloat = float2(-outbloat.y, +outbloat.x);");
    322 
    323         g->codeAppend ("half attenuation; {");
    324         Shader::CalcCornerAttenuation(g, "leftdir", "rightdir", "attenuation");
    325         g->codeAppend ("}");
    326 
    327         if (proc.isTriangles()) {
    328             g->codeAppend ("half2 left_coverages; {");
    329             Shader::CalcEdgeCoveragesAtBloatVertices(g, "left", "corner", "-outbloat",
    330                                                      "-crossbloat", "left_coverages");
    331             g->codeAppend ("}");
    332 
    333             g->codeAppend ("half2 right_coverages; {");
    334             Shader::CalcEdgeCoveragesAtBloatVertices(g, "corner", "right", "-outbloat",
    335                                                      "crossbloat", "right_coverages");
    336             g->codeAppend ("}");
    337 
    338             // Emit a corner box. The first coverage argument erases the values that were written
    339             // previously by the hull and edge geometry. The second pair are multiplied together by
    340             // the fragment shader. They ramp to 0 with attenuation in the direction of outbloat,
    341             // and linearly from left-edge coverage to right-edge coverage in the direction of
    342             // crossbloat.
    343             //
    344             // NOTE: Since this is not a linear mapping, it is important that the box's diagonal
    345             // shared edge points in the direction of outbloat.
    346             g->codeAppendf("%s(corner, -crossbloat, right_coverages[1] - left_coverages[1],"
    347                               "half2(1 + left_coverages[1], 1));",
    348                            emitVertexFn);
    349 
    350             g->codeAppendf("%s(corner, outbloat, 1 + left_coverages[0] + right_coverages[0], "
    351                               "half2(0, attenuation));",
    352                            emitVertexFn);
    353 
    354             g->codeAppendf("%s(corner, -outbloat, -1 - left_coverages[0] - right_coverages[0], "
    355                               "half2(1 + left_coverages[0] + right_coverages[0], 1));",
    356                            emitVertexFn);
    357 
    358             g->codeAppendf("%s(corner, crossbloat, left_coverages[1] - right_coverages[1],"
    359                               "half2(1 + right_coverages[1], 1));",
    360                            emitVertexFn);
    361         } else {
    362             // Curves are simpler. The first coverage value of -1 means "wind = -wind", and causes
    363             // the Shader to erase what it had written previously for the hull. Then, at each vertex
    364             // of the corner box, the Shader will calculate the curve's local coverage value,
    365             // interpolate it alongside our attenuation parameter, and multiply the two together for
    366             // a final coverage value.
    367             g->codeAppendf("%s(corner, -crossbloat, -1, half2(1));", emitVertexFn);
    368             g->codeAppendf("%s(corner, outbloat, -1, half2(0, attenuation));",
    369                            emitVertexFn);
    370             g->codeAppendf("%s(corner, -outbloat, -1, half2(1));", emitVertexFn);
    371             g->codeAppendf("%s(corner, crossbloat, -1, half2(1));", emitVertexFn);
    372         }
    373 
    374         g->configure(InputType::kLines, OutputType::kTriangleStrip, 4, proc.isTriangles() ? 3 : 2);
    375     }
    376 };
    377 
    378 void GrCCCoverageProcessor::initGS() {
    379     SkASSERT(Impl::kGeometryShader == fImpl);
    380     if (4 == this->numInputPoints() || this->hasInputWeight()) {
    381         fVertexAttribute =
    382                 {"x_or_y_values", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
    383         GR_STATIC_ASSERT(sizeof(QuadPointInstance) ==
    384                          2 * GrVertexAttribTypeSize(kFloat4_GrVertexAttribType));
    385         GR_STATIC_ASSERT(offsetof(QuadPointInstance, fY) ==
    386                          GrVertexAttribTypeSize(kFloat4_GrVertexAttribType));
    387     } else {
    388         fVertexAttribute =
    389                 {"x_or_y_values", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
    390         GR_STATIC_ASSERT(sizeof(TriPointInstance) ==
    391                          2 * GrVertexAttribTypeSize(kFloat3_GrVertexAttribType));
    392         GR_STATIC_ASSERT(offsetof(TriPointInstance, fY) ==
    393                          GrVertexAttribTypeSize(kFloat3_GrVertexAttribType));
    394     }
    395     this->setVertexAttributes(&fVertexAttribute, 1);
    396     this->setWillUseGeoShader();
    397 }
    398 
    399 void GrCCCoverageProcessor::appendGSMesh(sk_sp<const GrBuffer> instanceBuffer, int instanceCount,
    400                                          int baseInstance, SkTArray<GrMesh>* out) const {
    401     // GSImpl doesn't actually make instanced draw calls. Instead, we feed transposed x,y point
    402     // values to the GPU in a regular vertex array and draw kLines (see initGS). Then, each vertex
    403     // invocation receives either the shape's x or y values as inputs, which it forwards to the
    404     // geometry shader.
    405     SkASSERT(Impl::kGeometryShader == fImpl);
    406     GrMesh& mesh = out->emplace_back(GrPrimitiveType::kLines);
    407     mesh.setNonIndexedNonInstanced(instanceCount * 2);
    408     mesh.setVertexData(std::move(instanceBuffer), baseInstance * 2);
    409 }
    410 
    411 GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createGSImpl(std::unique_ptr<Shader> shadr) const {
    412     if (GSSubpass::kHulls == fGSSubpass) {
    413         return this->isTriangles()
    414                    ? (GSImpl*) new GSTriangleHullImpl(std::move(shadr))
    415                    : (GSImpl*) new GSCurveHullImpl(std::move(shadr));
    416     }
    417     SkASSERT(GSSubpass::kCorners == fGSSubpass);
    418     return new GSCornerImpl(std::move(shadr));
    419 }
    420