chromium/third_party/skia/src/gpu/graphite/render/CoverageMaskRenderStep.cpp

/*
 * Copyright 2023 Google LLC
 *
 * Use of this source code is governed by a BSD-style license that can be
 * found in the LICENSE file.
 */
#include "src/gpu/graphite/render/CoverageMaskRenderStep.h"

#include "src/gpu/graphite/ContextUtils.h"
#include "src/gpu/graphite/DrawParams.h"
#include "src/gpu/graphite/DrawWriter.h"
#include "src/gpu/graphite/PathAtlas.h"
#include "src/gpu/graphite/geom/CoverageMaskShape.h"
#include "src/gpu/graphite/render/CommonDepthStencilSettings.h"

namespace skgpu::graphite {

// The device origin is applied *before* the maskToDeviceRemainder matrix so that it can be
// combined with the mask atlas origin. This is necessary so that the mask bounds can be inset or
// outset for clamping w/o affecting the alignment of the mask sampling.
static skvx::float2 get_device_translation(const SkM44& localToDevice) {}

CoverageMaskRenderStep::CoverageMaskRenderStep()
        :{}

std::string CoverageMaskRenderStep::vertexSkSL() const {}

std::string CoverageMaskRenderStep::texturesAndSamplersSkSL(
        const ResourceBindingRequirements& bindingReqs, int* nextBindingIndex) const {}

const char* CoverageMaskRenderStep::fragmentCoverageSkSL() const {}

void CoverageMaskRenderStep::writeVertices(DrawWriter* dw,
                                           const DrawParams& params,
                                           skvx::ushort2 ssboIndices) const {}

void CoverageMaskRenderStep::writeUniformsAndTextures(const DrawParams& params,
                                                      PipelineDataGatherer* gatherer) const {}

}  // namespace skgpu::graphite