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15 using Shader = GrCCCoverageProcessor::Shader;
22 GSImpl(std::unique_ptr<Shader> shader) : fShader(std::move(shader)) {}
32 // The vertex shader simply forwards transposed x or y values to the geometry shader.
37 // Geometry shader.
44 // Fragment shader.
97 const std::unique_ptr<Shader> fShader;
107 GSHull3Impl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
111 Shader::GeometryVars vars;
180 GSHull4Impl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
184 Shader::GeometryVars vars;
251 GSEdgeImpl(std::unique_ptr<Shader> shader) : GSImpl(std::move(shader)) {}
261 Shader::EmitEdgeDistanceEquation(g, "left", "right", "float3 edge_distance_equation");
300 GSCornerImpl(std::unique_ptr<Shader> shader, int numCorners)
301 : GSImpl(std::move(shader)), fNumCorners(numCorners) {}
305 Shader::GeometryVars vars;
340 // geometry shader.
347 GrGLSLPrimitiveProcessor* GrCCCoverageProcessor::createGSImpl(std::unique_ptr<Shader> shadr) const {