Refactor CCPR coverage shaders for a vertex impl

Decouples geometry generation and analytic coverage. This paves the
way for a vertex shader implementation.

TBR=egdaniel@google.com

Bug: skia:
Change-Id: I2a183401bfe70b9f14b9b1cf035de6020a2135fa
Reviewed-on: https://skia-review.googlesource.com/60103
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
diff --git a/src/gpu/ccpr/GrCCPRCubicShader.h b/src/gpu/ccpr/GrCCPRCubicShader.h
new file mode 100644
index 0000000..f9655be
--- /dev/null
+++ b/src/gpu/ccpr/GrCCPRCubicShader.h
@@ -0,0 +1,94 @@
+/*
+ * Copyright 2017 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#ifndef GrCCPRCubicShader_DEFINED
+#define GrCCPRCubicShader_DEFINED
+
+#include "ccpr/GrCCPRCoverageProcessor.h"
+
+/**
+ * This class renders the coverage of convex closed cubic segments using the techniques outlined in
+ * "Resolution Independent Curve Rendering using Programmable Graphics Hardware" by Charles Loop and
+ * Jim Blinn:
+ *
+ * https://www.microsoft.com/en-us/research/wp-content/uploads/2005/01/p1000-loop.pdf
+ *
+ * The provided curve segments must be convex, monotonic with respect to the vector of their closing
+ * edge [P3 - P0], and must not contain or be near any inflection points or loop intersections.
+ * (Use GrCCPRGeometry.)
+ */
+class GrCCPRCubicShader : public GrCCPRCoverageProcessor::Shader {
+public:
+    enum class CubicType {
+        kSerpentine,
+        kLoop
+    };
+
+protected:
+    GrCCPRCubicShader(CubicType cubicType) : fCubicType(cubicType) {}
+
+    int getNumInputPoints() const final { return 4; }
+
+    void appendInputPointFetch(const GrCCPRCoverageProcessor&, GrGLSLShaderBuilder*,
+                               const TexelBufferHandle& pointsBuffer,
+                               const char* pointId) const final;
+
+    void emitWind(GrGLSLShaderBuilder*, const char* pts, const char* rtAdjust,
+                  const char* outputWind) const final;
+
+    void emitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* segmentId,
+                       const char* bloat, const char* wind, const char* rtAdjust,
+                       GeometryVars*) const final;
+
+    virtual void onEmitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* segmentId,
+                                 const char* rtAdjust, GeometryVars*) const = 0;
+
+    WindHandling onEmitVaryings(GrGLSLVaryingHandler*, SkString* code, const char* position,
+                                const char* coverage, const char* wind) final;
+
+    virtual void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) = 0;
+
+    const CubicType   fCubicType;
+    GrShaderVar       fKLMMatrix{"klm_matrix", kFloat3x3_GrSLType};
+    GrShaderVar       fKLMDerivatives{"klm_derivatives", kFloat2_GrSLType, 3};
+    GrShaderVar       fEdgeDistanceEquation{"edge_distance_equation", kFloat3_GrSLType};
+    GrGLSLGeoToFrag   fKLMD{kFloat4_GrSLType};
+};
+
+class GrCCPRCubicHullShader : public GrCCPRCubicShader {
+public:
+    GrCCPRCubicHullShader(CubicType cubicType) : GrCCPRCubicShader(cubicType) {}
+
+private:
+    GeometryType getGeometryType() const override { return GeometryType::kHull; }
+    int getNumSegments() const override { return 4; } // 4 wedges.
+    void onEmitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* wedgeId,
+                         const char* rtAdjust, GeometryVars*) const override;
+    void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) override;
+    void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override;
+
+    GrGLSLGeoToFrag fGradMatrix{kFloat2x2_GrSLType};
+};
+
+class GrCCPRCubicCornerShader : public GrCCPRCubicShader {
+public:
+    GrCCPRCubicCornerShader(CubicType cubicType) : GrCCPRCubicShader(cubicType) {}
+
+private:
+    GeometryType getGeometryType() const override { return GeometryType::kCorners; }
+    int getNumSegments() const override { return 2; } // 2 corners.
+    void onEmitSetupCode(GrGLSLShaderBuilder*, const char* pts, const char* cornerId,
+                         const char* rtAdjust, GeometryVars*) const override;
+    void onEmitVaryings(GrGLSLVaryingHandler*, SkString* code) override;
+    void onEmitFragmentCode(GrGLSLPPFragmentBuilder*, const char* outputCoverage) const override;
+
+    GrShaderVar        fEdgeDistanceDerivatives{"edge_distance_derivatives", kFloat2_GrSLType};
+    GrGLSLGeoToFrag    fdKLMDdx{kFloat4_GrSLType};
+    GrGLSLGeoToFrag    fdKLMDdy{kFloat4_GrSLType};
+};
+
+#endif