Revert "Refactor CCPR coverage shaders for a vertex impl"

This reverts commit e501033bbdc9143848edde3c3e3b7282169bc11e.

Reason for revert: Broke several bots

Original change's description:
> Refactor CCPR coverage shaders for a vertex impl
> 
> Decouples geometry generation and analytic coverage. This paves the
> way for a vertex shader implementation.
> 
> Bug: skia:
> Change-Id: I23b79d4397db22bd8fc063b8dfca58ab00037292
> Reviewed-on: https://skia-review.googlesource.com/59200
> Commit-Queue: Chris Dalton <csmartdalton@google.com>
> Reviewed-by: Greg Daniel <egdaniel@google.com>

TBR=egdaniel@google.com,csmartdalton@google.com

# Not skipping CQ checks because original CL landed > 1 day ago.

Bug: skia:
Change-Id: I314bf03fa6cbeceb1c527d4d9464147b2e8464c6
Reviewed-on: https://skia-review.googlesource.com/59821
Reviewed-by: Eric Boren <borenet@google.com>
Commit-Queue: Eric Boren <borenet@google.com>
diff --git a/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp b/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp
index 6fa2987..d27ea4c 100644
--- a/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp
+++ b/src/gpu/ccpr/GrCCPRCoverageProcessor.cpp
@@ -7,91 +7,323 @@
 
 #include "GrCCPRCoverageProcessor.h"
 
-#include "SkMakeUnique.h"
-#include "ccpr/GrCCPRCubicShader.h"
-#include "ccpr/GrCCPRQuadraticShader.h"
-#include "ccpr/GrCCPRTriangleShader.h"
+#include "GrRenderTargetProxy.h"
+#include "ccpr/GrCCPRTriangleProcessor.h"
+#include "ccpr/GrCCPRQuadraticProcessor.h"
+#include "ccpr/GrCCPRCubicProcessor.h"
 #include "glsl/GrGLSLFragmentShaderBuilder.h"
+#include "glsl/GrGLSLGeometryShaderBuilder.h"
+#include "glsl/GrGLSLProgramBuilder.h"
+#include "glsl/GrGLSLVertexShaderBuilder.h"
 
-static GrVertexAttribType instance_array_format(GrCCPRCoverageProcessor::RenderPass renderPass) {
-    switch (renderPass) {
-        case GrCCPRCoverageProcessor::RenderPass::kTriangleHulls:
-        case GrCCPRCoverageProcessor::RenderPass::kTriangleEdges:
-        case GrCCPRCoverageProcessor::RenderPass::kTriangleCorners:
-            return kInt4_GrVertexAttribType;
-        case GrCCPRCoverageProcessor::RenderPass::kQuadraticHulls:
-        case GrCCPRCoverageProcessor::RenderPass::kQuadraticCorners:
-        case GrCCPRCoverageProcessor::RenderPass::kSerpentineHulls:
-        case GrCCPRCoverageProcessor::RenderPass::kLoopHulls:
-        case GrCCPRCoverageProcessor::RenderPass::kSerpentineCorners:
-        case GrCCPRCoverageProcessor::RenderPass::kLoopCorners:
-            return kInt2_GrVertexAttribType;
+const char* GrCCPRCoverageProcessor::GetProcessorName(Mode mode) {
+    switch (mode) {
+        case Mode::kTriangleHulls:
+            return "GrCCPRTriangleHullAndEdgeProcessor (hulls)";
+        case Mode::kTriangleEdges:
+            return "GrCCPRTriangleHullAndEdgeProcessor (edges)";
+        case Mode::kTriangleCorners:
+            return "GrCCPRTriangleCornerProcessor";
+        case Mode::kQuadraticHulls:
+            return "GrCCPRQuadraticHullProcessor";
+        case Mode::kQuadraticCorners:
+            return "GrCCPRQuadraticCornerProcessor";
+        case Mode::kSerpentineHulls:
+            return "GrCCPRCubicHullProcessor (serpentine)";
+        case Mode::kLoopHulls:
+            return "GrCCPRCubicHullProcessor (loop)";
+        case Mode::kSerpentineCorners:
+            return "GrCCPRCubicCornerProcessor (serpentine)";
+        case Mode::kLoopCorners:
+            return "GrCCPRCubicCornerProcessor (loop)";
     }
-    SK_ABORT("Unexpected GrCCPRCoverageProcessor::RenderPass.");
-    return kInt4_GrVertexAttribType;
+    SK_ABORT("Unexpected ccpr coverage processor mode.");
+    return nullptr;
 }
 
-GrCCPRCoverageProcessor::GrCCPRCoverageProcessor(RenderPass renderPass, GrBuffer* pointsBuffer)
+GrCCPRCoverageProcessor::GrCCPRCoverageProcessor(Mode mode, GrBuffer* pointsBuffer)
         : INHERITED(kGrCCPRCoverageProcessor_ClassID)
-        , fRenderPass(renderPass)
-        , fInstanceAttrib(this->addInstanceAttrib("instance", instance_array_format(fRenderPass))) {
+        , fMode(mode)
+        , fInstanceAttrib(this->addInstanceAttrib("instance", InstanceArrayFormat(mode))) {
     fPointsBufferAccess.reset(kRG_float_GrPixelConfig, pointsBuffer, kVertex_GrShaderFlag);
     this->addBufferAccess(&fPointsBufferAccess);
 
     this->setWillUseGeoShader();
 }
 
-void GrCCPRCoverageProcessor::Shader::emitVaryings(GrGLSLVaryingHandler* varyingHandler,
-                                                   SkString* code, const char* position,
-                                                   const char* coverage, const char* wind) {
-    WindHandling windHandling = this->onEmitVaryings(varyingHandler, code, position, coverage,
-                                                     wind);
-    if (WindHandling::kNotHandled == windHandling) {
-        varyingHandler->addFlatVarying("wind", &fWind, kLow_GrSLPrecision);
-        code->appendf("%s = %s;", fWind.gsOut(), wind);
-    }
+void GrCCPRCoverageProcessor::getGLSLProcessorKey(const GrShaderCaps&,
+                                                  GrProcessorKeyBuilder* b) const {
+    b->add32(int(fMode));
 }
 
-void GrCCPRCoverageProcessor::Shader::emitFragmentCode(const GrCCPRCoverageProcessor& proc,
-                                                       GrGLSLPPFragmentBuilder* f,
-                                                       const char* skOutputColor,
-                                                       const char* skOutputCoverage) const {
-    f->codeAppendf("half coverage = 0;");
-    this->onEmitFragmentCode(f, "coverage");
-    if (fWind.fsIn()) {
-        f->codeAppendf("%s.a = coverage * %s;", skOutputColor, fWind.fsIn());
-    } else {
-        f->codeAppendf("%s.a = coverage;", skOutputColor);
+GrGLSLPrimitiveProcessor* GrCCPRCoverageProcessor::createGLSLInstance(const GrShaderCaps&) const {
+    switch (fMode) {
+        using GeometryType = GrCCPRTriangleHullAndEdgeProcessor::GeometryType;
+
+        case Mode::kTriangleHulls:
+            return new GrCCPRTriangleHullAndEdgeProcessor(GeometryType::kHulls);
+        case Mode::kTriangleEdges:
+            return new GrCCPRTriangleHullAndEdgeProcessor(GeometryType::kEdges);
+        case Mode::kTriangleCorners:
+            return new GrCCPRTriangleCornerProcessor();
+        case Mode::kQuadraticHulls:
+            return new GrCCPRQuadraticHullProcessor();
+        case Mode::kQuadraticCorners:
+            return new GrCCPRQuadraticCornerProcessor();
+        case Mode::kSerpentineHulls:
+            return new GrCCPRCubicHullProcessor(GrCCPRCubicProcessor::CubicType::kSerpentine);
+        case Mode::kLoopHulls:
+            return new GrCCPRCubicHullProcessor(GrCCPRCubicProcessor::CubicType::kLoop);
+        case Mode::kSerpentineCorners:
+            return new GrCCPRCubicCornerProcessor(GrCCPRCubicProcessor::CubicType::kSerpentine);
+        case Mode::kLoopCorners:
+            return new GrCCPRCubicCornerProcessor(GrCCPRCubicProcessor::CubicType::kLoop);
     }
-    f->codeAppendf("%s = half4(1);", skOutputCoverage);
+    SK_ABORT("Unexpected ccpr coverage processor mode.");
+    return nullptr;
+}
+
+using PrimitiveProcessor = GrCCPRCoverageProcessor::PrimitiveProcessor;
+
+void PrimitiveProcessor::onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) {
+    const GrCCPRCoverageProcessor& proc = args.fGP.cast<GrCCPRCoverageProcessor>();
+
+    GrGLSLVaryingHandler* varyingHandler = args.fVaryingHandler;
+    switch (fCoverageType) {
+        case CoverageType::kOne:
+        case CoverageType::kShader:
+            varyingHandler->addFlatVarying("wind", &fFragWind, kLow_GrSLPrecision);
+            break;
+        case CoverageType::kInterpolated:
+            varyingHandler->addVarying("coverage_times_wind", &fFragCoverageTimesWind,
+                                       kMedium_GrSLPrecision);
+            break;
+    }
+    this->resetVaryings(varyingHandler);
+
+    varyingHandler->emitAttributes(proc);
+
+    this->emitVertexShader(proc, args.fVertBuilder, args.fTexelBuffers[0], args.fRTAdjustName,
+                           gpArgs);
+    this->emitGeometryShader(proc, args.fGeomBuilder, args.fRTAdjustName);
+    this->emitCoverage(proc, args.fFragBuilder, args.fOutputColor, args.fOutputCoverage);
+
+    SkASSERT(!args.fFPCoordTransformHandler->nextCoordTransform());
+}
+
+void PrimitiveProcessor::emitVertexShader(const GrCCPRCoverageProcessor& proc,
+                                          GrGLSLVertexBuilder* v,
+                                          const TexelBufferHandle& pointsBuffer,
+                                          const char* rtAdjust, GrGPArgs* gpArgs) const {
+    v->codeAppendf("int packedoffset = %s[%i];", proc.instanceAttrib(), proc.atlasOffsetIdx());
+    v->codeAppend ("float2 atlasoffset = float2((packedoffset<<16) >> 16, "
+                                                       "packedoffset >> 16);");
+
+    this->onEmitVertexShader(proc, v, pointsBuffer, "atlasoffset", rtAdjust, gpArgs);
+}
+
+void PrimitiveProcessor::emitGeometryShader(const GrCCPRCoverageProcessor& proc,
+                                            GrGLSLGeometryBuilder* g, const char* rtAdjust) const {
+    g->declareGlobal(fGeomWind);
+    this->emitWind(g, rtAdjust, fGeomWind.c_str());
+
+    SkString emitVertexFn;
+    SkSTArray<2, GrShaderVar> emitArgs;
+    const char* position = emitArgs.emplace_back("position", kFloat2_GrSLType,
+                                                 GrShaderVar::kNonArray).c_str();
+    const char* coverage = emitArgs.emplace_back("coverage", kFloat_GrSLType,
+                                                 GrShaderVar::kNonArray).c_str();
+    g->emitFunction(kVoid_GrSLType, "emitVertex", emitArgs.count(), emitArgs.begin(), [&]() {
+        SkString fnBody;
+        this->emitPerVertexGeometryCode(&fnBody, position, coverage, fGeomWind.c_str());
+        if (fFragWind.gsOut()) {
+            fnBody.appendf("%s = %s;", fFragWind.gsOut(), fGeomWind.c_str());
+        }
+        if (fFragCoverageTimesWind.gsOut()) {
+            fnBody.appendf("%s = %s * %s;",
+                           fFragCoverageTimesWind.gsOut(), coverage, fGeomWind.c_str());
+        }
+        fnBody.append ("sk_Position = float4(position, 0, 1);");
+        fnBody.append ("EmitVertex();");
+        return fnBody;
+    }().c_str(), &emitVertexFn);
+
+    g->codeAppendf("float2 bloat = %f * abs(%s.xz);", kAABloatRadius, rtAdjust);
+
 #ifdef SK_DEBUG
     if (proc.debugVisualizationsEnabled()) {
-        f->codeAppendf("%s = half4(-%s.a, %s.a, 0, 1);",
-                       skOutputColor, skOutputColor, skOutputColor);
+        g->codeAppendf("bloat *= %f;", proc.debugBloat());
+    }
+#endif
+
+    return this->onEmitGeometryShader(g, emitVertexFn.c_str(), fGeomWind.c_str(), rtAdjust);
+}
+
+int PrimitiveProcessor::emitHullGeometry(GrGLSLGeometryBuilder* g, const char* emitVertexFn,
+                                         const char* polygonPts, int numSides,
+                                         const char* wedgeIdx, const char* midpoint) const {
+    SkASSERT(numSides >= 3);
+
+    if (!midpoint) {
+        g->codeAppendf("float2 midpoint = %s * float%i(%f);",
+                       polygonPts, numSides, 1.0 / numSides);
+        midpoint = "midpoint";
+    }
+
+    g->codeAppendf("int previdx = (%s + %i) %% %i, "
+                       "nextidx = (%s + 1) %% %i;",
+                   wedgeIdx, numSides - 1, numSides, wedgeIdx, numSides);
+
+    g->codeAppendf("float2 self = %s[%s];"
+                   "int leftidx = %s > 0 ? previdx : nextidx;"
+                   "int rightidx = %s > 0 ? nextidx : previdx;",
+                   polygonPts, wedgeIdx, fGeomWind.c_str(), fGeomWind.c_str());
+
+    // Which quadrant does the vector from self -> right fall into?
+    g->codeAppendf("float2 right = %s[rightidx];", polygonPts);
+    if (3 == numSides) {
+        // TODO: evaluate perf gains.
+        g->codeAppend ("float2 qsr = sign(right - self);");
+    } else {
+        SkASSERT(4 == numSides);
+        g->codeAppendf("float2 diag = %s[(%s + 2) %% 4];", polygonPts, wedgeIdx);
+        g->codeAppend ("float2 qsr = sign((right != self ? right : diag) - self);");
+    }
+
+    // Which quadrant does the vector from left -> self fall into?
+    g->codeAppendf("float2 qls = sign(self - %s[leftidx]);", polygonPts);
+
+    // d2 just helps us reduce triangle counts with orthogonal, axis-aligned lines.
+    // TODO: evaluate perf gains.
+    const char* dr2 = "dr";
+    if (3 == numSides) {
+        // TODO: evaluate perf gains.
+        g->codeAppend ("float2 dr = float2(qsr.y != 0 ? +qsr.y : +qsr.x, "
+                                                  "qsr.x != 0 ? -qsr.x : +qsr.y);");
+        g->codeAppend ("float2 dr2 = float2(qsr.y != 0 ? +qsr.y : -qsr.x, "
+                                                   "qsr.x != 0 ? -qsr.x : -qsr.y);");
+        g->codeAppend ("float2 dl = float2(qls.y != 0 ? +qls.y : +qls.x, "
+                                                  "qls.x != 0 ? -qls.x : +qls.y);");
+        dr2 = "dr2";
+    } else {
+        g->codeAppend ("float2 dr = float2(qsr.y != 0 ? +qsr.y : 1, "
+                                                  "qsr.x != 0 ? -qsr.x : 1);");
+        g->codeAppend ("float2 dl = (qls == float2(0)) ? dr : "
+                                   "float2(qls.y != 0 ? +qls.y : 1, qls.x != 0 ? -qls.x : 1);");
+    }
+    g->codeAppendf("bool2 dnotequal = notEqual(%s, dl);", dr2);
+
+    // Emit one third of what is the convex hull of pixel-size boxes centered on the vertices.
+    // Each invocation emits a different third.
+    g->codeAppendf("%s(right + bloat * dr, 1);", emitVertexFn);
+    g->codeAppendf("%s(%s, 1);", emitVertexFn, midpoint);
+    g->codeAppendf("%s(self + bloat * %s, 1);", emitVertexFn, dr2);
+    g->codeAppend ("if (any(dnotequal)) {");
+    g->codeAppendf(    "%s(self + bloat * dl, 1);", emitVertexFn);
+    g->codeAppend ("}");
+    g->codeAppend ("if (all(dnotequal)) {");
+    g->codeAppendf(    "%s(self + bloat * float2(-dl.y, dl.x), 1);", emitVertexFn);
+    g->codeAppend ("}");
+    g->codeAppend ("EndPrimitive();");
+
+    return 5;
+}
+
+int PrimitiveProcessor::emitEdgeGeometry(GrGLSLGeometryBuilder* g, const char* emitVertexFn,
+                                         const char* leftPt, const char* rightPt,
+                                         const char* distanceEquation) const {
+    if (!distanceEquation) {
+        this->emitEdgeDistanceEquation(g, leftPt, rightPt, "float3 edge_distance_equation");
+        distanceEquation = "edge_distance_equation";
+    }
+
+    // qlr is defined in emitEdgeDistanceEquation.
+    g->codeAppendf("float2x2 endpts = float2x2(%s - bloat * qlr, %s + bloat * qlr);",
+                   leftPt, rightPt);
+    g->codeAppendf("half2 endpts_coverage = %s.xy * endpts + %s.z;",
+                   distanceEquation, distanceEquation);
+
+    // d1 is defined in emitEdgeDistanceEquation.
+    g->codeAppend ("float2 d2 = d1;");
+    g->codeAppend ("bool aligned = qlr.x == 0 || qlr.y == 0;");
+    g->codeAppend ("if (aligned) {");
+    g->codeAppend (    "d1 -= qlr;");
+    g->codeAppend (    "d2 += qlr;");
+    g->codeAppend ("}");
+
+    // Emit the convex hull of 2 pixel-size boxes centered on the endpoints of the edge. Each
+    // invocation emits a different edge. Emit negative coverage that subtracts the appropiate
+    // amount back out from the hull we drew above.
+    g->codeAppend ("if (!aligned) {");
+    g->codeAppendf(    "%s(endpts[0], endpts_coverage[0]);", emitVertexFn);
+    g->codeAppend ("}");
+    g->codeAppendf("%s(%s + bloat * d1, -1);", emitVertexFn, leftPt);
+    g->codeAppendf("%s(%s - bloat * d2, 0);", emitVertexFn, leftPt);
+    g->codeAppendf("%s(%s + bloat * d2, -1);", emitVertexFn, rightPt);
+    g->codeAppendf("%s(%s - bloat * d1, 0);", emitVertexFn, rightPt);
+    g->codeAppend ("if (!aligned) {");
+    g->codeAppendf(    "%s(endpts[1], endpts_coverage[1]);", emitVertexFn);
+    g->codeAppend ("}");
+    g->codeAppend ("EndPrimitive();");
+
+    return 6;
+}
+
+void PrimitiveProcessor::emitEdgeDistanceEquation(GrGLSLGeometryBuilder* g,
+                                                  const char* leftPt, const char* rightPt,
+                                                  const char* outputDistanceEquation) const {
+    // Which quadrant does the vector from left -> right fall into?
+    g->codeAppendf("float2 qlr = sign(%s - %s);", rightPt, leftPt);
+    g->codeAppend ("float2 d1 = float2(qlr.y, -qlr.x);");
+
+    g->codeAppendf("float2 n = float2(%s.y - %s.y, %s.x - %s.x);",
+                   rightPt, leftPt, leftPt, rightPt);
+    g->codeAppendf("float2 kk = n * float2x2(%s + bloat * d1, %s - bloat * d1);",
+                   leftPt, leftPt);
+    // Clamp for when n=0. wind=0 when n=0 so as long as we don't get Inf or NaN we are fine.
+    g->codeAppendf("float scale = 1 / max(kk[0] - kk[1], 1e-30);");
+
+    g->codeAppendf("%s = half3(-n, kk[1]) * scale;", outputDistanceEquation);
+}
+
+int PrimitiveProcessor::emitCornerGeometry(GrGLSLGeometryBuilder* g, const char* emitVertexFn,
+                                           const char* pt) const {
+    g->codeAppendf("%s(%s + float2(-bloat.x, -bloat.y), 1);", emitVertexFn, pt);
+    g->codeAppendf("%s(%s + float2(-bloat.x, +bloat.y), 1);", emitVertexFn, pt);
+    g->codeAppendf("%s(%s + float2(+bloat.x, -bloat.y), 1);", emitVertexFn, pt);
+    g->codeAppendf("%s(%s + float2(+bloat.x, +bloat.y), 1);", emitVertexFn, pt);
+    g->codeAppend ("EndPrimitive();");
+
+    return 4;
+}
+
+void PrimitiveProcessor::emitCoverage(const GrCCPRCoverageProcessor& proc, GrGLSLFragmentBuilder* f,
+                                      const char* outputColor, const char* outputCoverage) const {
+    switch (fCoverageType) {
+        case CoverageType::kOne:
+            f->codeAppendf("%s.a = %s;", outputColor, fFragWind.fsIn());
+            break;
+        case CoverageType::kInterpolated:
+            f->codeAppendf("%s.a = %s;", outputColor, fFragCoverageTimesWind.fsIn());
+            break;
+        case CoverageType::kShader:
+            f->codeAppendf("half coverage = 0;");
+            this->emitShaderCoverage(f, "coverage");
+            f->codeAppendf("%s.a = coverage * %s;", outputColor, fFragWind.fsIn());
+            break;
+    }
+
+    f->codeAppendf("%s = half4(1);", outputCoverage);
+
+#ifdef SK_DEBUG
+    if (proc.debugVisualizationsEnabled()) {
+        f->codeAppendf("%s = half4(-%s.a, %s.a, 0, 1);", outputColor, outputColor, outputColor);
     }
 #endif
 }
 
-void GrCCPRCoverageProcessor::Shader::EmitEdgeDistanceEquation(GrGLSLShaderBuilder* s,
-                                                               const char* leftPt,
-                                                               const char* rightPt,
-                                                               const char* outputDistanceEquation) {
-    // Which quadrant does the vector from left -> right fall into?
-    s->codeAppendf("float2 qlr = sign(%s - %s);", rightPt, leftPt);
-    s->codeAppend ("float2 d1 = float2(qlr.y, -qlr.x);");
-
-    s->codeAppendf("float2 n = float2(%s.y - %s.y, %s.x - %s.x);",
-                   rightPt, leftPt, leftPt, rightPt);
-    s->codeAppendf("float2 kk = n * float2x2(%s + bloat * d1, %s - bloat * d1);",
-                   leftPt, leftPt);
-    // Clamp for when n=0. wind=0 when n=0 so as long as we don't get Inf or NaN we are fine.
-    s->codeAppendf("float scale = 1 / max(kk[0] - kk[1], 1e-30);");
-
-    s->codeAppendf("%s = half3(-n, kk[1]) * scale;", outputDistanceEquation);
-}
-
-int GrCCPRCoverageProcessor::Shader::DefineSoftSampleLocations(GrGLSLPPFragmentBuilder* f,
-                                                               const char* samplesName) {
+int PrimitiveProcessor::defineSoftSampleLocations(GrGLSLFragmentBuilder* f,
+                                                  const char* samplesName) const {
     // Standard DX11 sample locations.
 #if defined(SK_BUILD_FOR_ANDROID) || defined(SK_BUILD_FOR_IOS)
     f->defineConstant("float2[8]", samplesName, "float2[8]("
@@ -110,74 +342,9 @@
 #endif
 }
 
-void GrCCPRCoverageProcessor::getGLSLProcessorKey(const GrShaderCaps&,
-                                                  GrProcessorKeyBuilder* b) const {
-    b->add32((int)fRenderPass);
-}
-
-GrGLSLPrimitiveProcessor* GrCCPRCoverageProcessor::createGLSLInstance(const GrShaderCaps&) const {
-    std::unique_ptr<Shader> shader;
-    switch (fRenderPass) {
-        using CubicType = GrCCPRCubicShader::CubicType;
-        case RenderPass::kTriangleHulls:
-            shader = skstd::make_unique<GrCCPRTriangleHullShader>();
-            break;
-        case RenderPass::kTriangleEdges:
-            shader = skstd::make_unique<GrCCPRTriangleEdgeShader>();
-            break;
-        case RenderPass::kTriangleCorners:
-            shader = skstd::make_unique<GrCCPRTriangleCornerShader>();
-            break;
-        case RenderPass::kQuadraticHulls:
-            shader = skstd::make_unique<GrCCPRQuadraticHullShader>();
-            break;
-        case RenderPass::kQuadraticCorners:
-            shader = skstd::make_unique<GrCCPRQuadraticCornerShader>();
-            break;
-        case RenderPass::kSerpentineHulls:
-            shader = skstd::make_unique<GrCCPRCubicHullShader>(CubicType::kSerpentine);
-            break;
-        case RenderPass::kLoopHulls:
-            shader = skstd::make_unique<GrCCPRCubicHullShader>(CubicType::kLoop);
-            break;
-        case RenderPass::kSerpentineCorners:
-            shader = skstd::make_unique<GrCCPRCubicCornerShader>(CubicType::kSerpentine);
-            break;
-        case RenderPass::kLoopCorners:
-            shader = skstd::make_unique<GrCCPRCubicCornerShader>(CubicType::kLoop);
-            break;
-    }
-    return CreateGSImpl(std::move(shader));
-}
-
-const char* GrCCPRCoverageProcessor::GetRenderPassName(RenderPass renderPass) {
-    switch (renderPass) {
-        case RenderPass::kTriangleHulls:
-            return "RenderPass::kTriangleHulls";
-        case RenderPass::kTriangleEdges:
-            return "RenderPass::kTriangleEdges";
-        case RenderPass::kTriangleCorners:
-            return "RenderPass::kTriangleCorners";
-        case RenderPass::kQuadraticHulls:
-            return "RenderPass::kQuadraticHulls";
-        case RenderPass::kQuadraticCorners:
-            return "RenderPass::kQuadraticCorners";
-        case RenderPass::kSerpentineHulls:
-            return "RenderPass::kSerpentineHulls";
-        case RenderPass::kLoopHulls:
-            return "RenderPass::kLoopHulls";
-        case RenderPass::kSerpentineCorners:
-            return "RenderPass::kSerpentineCorners";
-        case RenderPass::kLoopCorners:
-            return "RenderPass::kLoopCorners";
-    }
-    SK_ABORT("Unexpected GrCCPRCoverageProcessor::RenderPass.");
-    return nullptr;
-}
-
 #ifdef SK_DEBUG
 
-#include "GrRenderTargetProxy.h"
+#include "GrRenderTarget.h"
 
 void GrCCPRCoverageProcessor::Validate(GrRenderTargetProxy* atlasProxy) {
     SkASSERT(kAtlasOrigin == atlasProxy->origin());