Initial clipShader implementation for SkClipStack and GPU

Change-Id: I0af800900a7fbd9d16af0058ee0754358ebc3875
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/293562
Commit-Queue: Michael Ludwig <michaelludwig@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/GrClipStackClip.cpp b/src/gpu/GrClipStackClip.cpp
index f0f31a6..b8d60b5 100644
--- a/src/gpu/GrClipStackClip.cpp
+++ b/src/gpu/GrClipStackClip.cpp
@@ -253,7 +253,8 @@
     // The opsTask ID must not be looked up until AFTER producing the clip mask (if any). That step
     // can cause a flush or otherwise change which opstask our draw is going into.
     uint32_t opsTaskID = renderTargetContext->getOpsTask()->uniqueID();
-    if (auto clipFPs = reducedClip.finishAndDetachAnalyticFPs(ccpr, opsTaskID)) {
+    if (auto clipFPs = reducedClip.finishAndDetachAnalyticFPs(context, *fMatrixProvider, ccpr,
+                                                              opsTaskID)) {
         out->addCoverageFP(std::move(clipFPs));
     }