Move more classes to skgpu::v1 namespace

Bug: skia:11837
Change-Id: Iaa0349749a5d79d7915fb37ef1b30b46f0aa58d6
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/448796
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Robert Phillips <robertphillips@google.com>
diff --git a/src/gpu/ops/QuadPerEdgeAA.cpp b/src/gpu/ops/QuadPerEdgeAA.cpp
new file mode 100644
index 0000000..1fc3684
--- /dev/null
+++ b/src/gpu/ops/QuadPerEdgeAA.cpp
@@ -0,0 +1,917 @@
+/*
+ * Copyright 2018 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "src/gpu/ops/QuadPerEdgeAA.h"
+
+#include "include/private/SkVx.h"
+#include "src/gpu/GrMeshDrawTarget.h"
+#include "src/gpu/GrResourceProvider.h"
+#include "src/gpu/SkGr.h"
+#include "src/gpu/geometry/GrQuadUtils.h"
+#include "src/gpu/glsl/GrGLSLColorSpaceXformHelper.h"
+#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
+#include "src/gpu/glsl/GrGLSLVarying.h"
+#include "src/gpu/glsl/GrGLSLVertexGeoBuilder.h"
+
+static_assert((int)GrQuadAAFlags::kLeft   == SkCanvas::kLeft_QuadAAFlag);
+static_assert((int)GrQuadAAFlags::kTop    == SkCanvas::kTop_QuadAAFlag);
+static_assert((int)GrQuadAAFlags::kRight  == SkCanvas::kRight_QuadAAFlag);
+static_assert((int)GrQuadAAFlags::kBottom == SkCanvas::kBottom_QuadAAFlag);
+static_assert((int)GrQuadAAFlags::kNone   == SkCanvas::kNone_QuadAAFlags);
+static_assert((int)GrQuadAAFlags::kAll    == SkCanvas::kAll_QuadAAFlags);
+
+namespace {
+
+using VertexSpec = skgpu::v1::QuadPerEdgeAA::VertexSpec;
+using CoverageMode = skgpu::v1::QuadPerEdgeAA::CoverageMode;
+using ColorType = skgpu::v1::QuadPerEdgeAA::ColorType;
+
+// Generic WriteQuadProc that can handle any VertexSpec. It writes the 4 vertices in triangle strip
+// order, although the data per-vertex is dependent on the VertexSpec.
+void write_quad_generic(GrVertexWriter* vb,
+                        const VertexSpec& spec,
+                        const GrQuad* deviceQuad,
+                        const GrQuad* localQuad,
+                        const float coverage[4],
+                        const SkPMColor4f& color,
+                        const SkRect& geomSubset,
+                        const SkRect& texSubset) {
+    static constexpr auto If = GrVertexWriter::If<float>;
+
+    SkASSERT(!spec.hasLocalCoords() || localQuad);
+
+    CoverageMode mode = spec.coverageMode();
+    for (int i = 0; i < 4; ++i) {
+        // save position, this is a float2 or float3 or float4 depending on the combination of
+        // perspective and coverage mode.
+        vb->write(deviceQuad->x(i), deviceQuad->y(i),
+                  If(spec.deviceQuadType() == GrQuad::Type::kPerspective, deviceQuad->w(i)),
+                  If(mode == CoverageMode::kWithPosition, coverage[i]));
+
+        // save color
+        if (spec.hasVertexColors()) {
+            bool wide = spec.colorType() == ColorType::kFloat;
+            vb->write(GrVertexColor(color * (mode == CoverageMode::kWithColor ? coverage[i] : 1.f),
+                                    wide));
+        }
+
+        // save local position
+        if (spec.hasLocalCoords()) {
+            vb->write(localQuad->x(i), localQuad->y(i),
+                      If(spec.localQuadType() == GrQuad::Type::kPerspective, localQuad->w(i)));
+        }
+
+        // save the geometry subset
+        if (spec.requiresGeometrySubset()) {
+            vb->write(geomSubset);
+        }
+
+        // save the texture subset
+        if (spec.hasSubset()) {
+            vb->write(texSubset);
+        }
+    }
+}
+
+// Specialized WriteQuadProcs for particular VertexSpecs that show up frequently (determined
+// experimentally through recorded GMs, SKPs, and SVGs, as well as SkiaRenderer's usage patterns):
+
+// 2D (XY), no explicit coverage, vertex color, no locals, no geometry subset, no texture subsetn
+// This represents simple, solid color or shader, non-AA (or AA with cov. as alpha) rects.
+void write_2d_color(GrVertexWriter* vb,
+                    const VertexSpec& spec,
+                    const GrQuad* deviceQuad,
+                    const GrQuad* localQuad,
+                    const float coverage[4],
+                    const SkPMColor4f& color,
+                    const SkRect& geomSubset,
+                    const SkRect& texSubset) {
+    // Assert assumptions about VertexSpec
+    SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
+    SkASSERT(!spec.hasLocalCoords());
+    SkASSERT(spec.coverageMode() == CoverageMode::kNone ||
+             spec.coverageMode() == CoverageMode::kWithColor);
+    SkASSERT(spec.hasVertexColors());
+    SkASSERT(!spec.requiresGeometrySubset());
+    SkASSERT(!spec.hasSubset());
+    // We don't assert that localQuad == nullptr, since it is possible for FillRectOp to
+    // accumulate local coords conservatively (paint not trivial), and then after analysis realize
+    // the processors don't need local coordinates.
+
+    bool wide = spec.colorType() == ColorType::kFloat;
+    for (int i = 0; i < 4; ++i) {
+        // If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
+        SkASSERT(spec.coverageMode() == CoverageMode::kWithColor || coverage[i] == 1.f);
+        vb->write(deviceQuad->x(i), deviceQuad->y(i), GrVertexColor(color * coverage[i], wide));
+    }
+}
+
+// 2D (XY), no explicit coverage, UV locals, no color, no geometry subset, no texture subset
+// This represents opaque, non AA, textured rects
+void write_2d_uv(GrVertexWriter* vb,
+                 const VertexSpec& spec,
+                 const GrQuad* deviceQuad,
+                 const GrQuad* localQuad,
+                 const float coverage[4],
+                 const SkPMColor4f& color,
+                 const SkRect& geomSubset,
+                 const SkRect& texSubset) {
+    // Assert assumptions about VertexSpec
+    SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
+    SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
+    SkASSERT(spec.coverageMode() == CoverageMode::kNone);
+    SkASSERT(!spec.hasVertexColors());
+    SkASSERT(!spec.requiresGeometrySubset());
+    SkASSERT(!spec.hasSubset());
+    SkASSERT(localQuad);
+
+    for (int i = 0; i < 4; ++i) {
+        vb->write(deviceQuad->x(i), deviceQuad->y(i), localQuad->x(i), localQuad->y(i));
+    }
+}
+
+// 2D (XY), no explicit coverage, UV locals, vertex color, no geometry or texture subsets
+// This represents transparent, non AA (or AA with cov. as alpha), textured rects
+void write_2d_color_uv(GrVertexWriter* vb,
+                       const VertexSpec& spec,
+                       const GrQuad* deviceQuad,
+                       const GrQuad* localQuad,
+                       const float coverage[4],
+                       const SkPMColor4f& color,
+                       const SkRect& geomSubset,
+                       const SkRect& texSubset) {
+    // Assert assumptions about VertexSpec
+    SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
+    SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
+    SkASSERT(spec.coverageMode() == CoverageMode::kNone ||
+             spec.coverageMode() == CoverageMode::kWithColor);
+    SkASSERT(spec.hasVertexColors());
+    SkASSERT(!spec.requiresGeometrySubset());
+    SkASSERT(!spec.hasSubset());
+    SkASSERT(localQuad);
+
+    bool wide = spec.colorType() == ColorType::kFloat;
+    for (int i = 0; i < 4; ++i) {
+        // If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
+        SkASSERT(spec.coverageMode() == CoverageMode::kWithColor || coverage[i] == 1.f);
+        vb->write(deviceQuad->x(i), deviceQuad->y(i), GrVertexColor(color * coverage[i], wide),
+                  localQuad->x(i), localQuad->y(i));
+    }
+}
+
+// 2D (XY), explicit coverage, UV locals, no color, no geometry subset, no texture subset
+// This represents opaque, AA, textured rects
+void write_2d_cov_uv(GrVertexWriter* vb,
+                     const VertexSpec& spec,
+                     const GrQuad* deviceQuad,
+                     const GrQuad* localQuad,
+                     const float coverage[4],
+                     const SkPMColor4f& color,
+                     const SkRect& geomSubset,
+                     const SkRect& texSubset) {
+    // Assert assumptions about VertexSpec
+    SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
+    SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
+    SkASSERT(spec.coverageMode() == CoverageMode::kWithPosition);
+    SkASSERT(!spec.hasVertexColors());
+    SkASSERT(!spec.requiresGeometrySubset());
+    SkASSERT(!spec.hasSubset());
+    SkASSERT(localQuad);
+
+    for (int i = 0; i < 4; ++i) {
+        vb->write(deviceQuad->x(i), deviceQuad->y(i), coverage[i],
+                  localQuad->x(i), localQuad->y(i));
+    }
+}
+
+// NOTE: The three _strict specializations below match the non-strict uv functions above, except
+// that they also write the UV subset. These are included to benefit SkiaRenderer, which must make
+// use of both fast and strict constrained subsets. When testing _strict was not that common across
+// GMS, SKPs, and SVGs but we have little visibility into actual SkiaRenderer statistics. If
+// SkiaRenderer can avoid subsets more, these 3 functions should probably be removed for simplicity.
+
+// 2D (XY), no explicit coverage, UV locals, no color, tex subset but no geometry subset
+// This represents opaque, non AA, textured rects with strict uv sampling
+void write_2d_uv_strict(GrVertexWriter* vb,
+                        const VertexSpec& spec,
+                        const GrQuad* deviceQuad,
+                        const GrQuad* localQuad,
+                        const float coverage[4],
+                        const SkPMColor4f& color,
+                        const SkRect& geomSubset,
+                        const SkRect& texSubset) {
+    // Assert assumptions about VertexSpec
+    SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
+    SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
+    SkASSERT(spec.coverageMode() == CoverageMode::kNone);
+    SkASSERT(!spec.hasVertexColors());
+    SkASSERT(!spec.requiresGeometrySubset());
+    SkASSERT(spec.hasSubset());
+    SkASSERT(localQuad);
+
+    for (int i = 0; i < 4; ++i) {
+        vb->write(deviceQuad->x(i), deviceQuad->y(i), localQuad->x(i), localQuad->y(i), texSubset);
+    }
+}
+
+// 2D (XY), no explicit coverage, UV locals, vertex color, tex subset but no geometry subset
+// This represents transparent, non AA (or AA with cov. as alpha), textured rects with strict sample
+void write_2d_color_uv_strict(GrVertexWriter* vb,
+                              const VertexSpec& spec,
+                              const GrQuad* deviceQuad,
+                              const GrQuad* localQuad,
+                              const float coverage[4],
+                              const SkPMColor4f& color,
+                              const SkRect& geomSubset,
+                              const SkRect& texSubset) {
+    // Assert assumptions about VertexSpec
+    SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
+    SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
+    SkASSERT(spec.coverageMode() == CoverageMode::kNone ||
+             spec.coverageMode() == CoverageMode::kWithColor);
+    SkASSERT(spec.hasVertexColors());
+    SkASSERT(!spec.requiresGeometrySubset());
+    SkASSERT(spec.hasSubset());
+    SkASSERT(localQuad);
+
+    bool wide = spec.colorType() == ColorType::kFloat;
+    for (int i = 0; i < 4; ++i) {
+        // If this is not coverage-with-alpha, make sure coverage == 1 so it doesn't do anything
+        SkASSERT(spec.coverageMode() == CoverageMode::kWithColor || coverage[i] == 1.f);
+        vb->write(deviceQuad->x(i), deviceQuad->y(i), GrVertexColor(color * coverage[i], wide),
+                  localQuad->x(i), localQuad->y(i), texSubset);
+    }
+}
+
+// 2D (XY), explicit coverage, UV locals, no color, tex subset but no geometry subset
+// This represents opaque, AA, textured rects with strict uv sampling
+void write_2d_cov_uv_strict(GrVertexWriter* vb,
+                            const VertexSpec& spec,
+                            const GrQuad* deviceQuad,
+                            const GrQuad* localQuad,
+                            const float coverage[4],
+                            const SkPMColor4f& color,
+                            const SkRect& geomSubset,
+                            const SkRect& texSubset) {
+    // Assert assumptions about VertexSpec
+    SkASSERT(spec.deviceQuadType() != GrQuad::Type::kPerspective);
+    SkASSERT(spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective);
+    SkASSERT(spec.coverageMode() == CoverageMode::kWithPosition);
+    SkASSERT(!spec.hasVertexColors());
+    SkASSERT(!spec.requiresGeometrySubset());
+    SkASSERT(spec.hasSubset());
+    SkASSERT(localQuad);
+
+    for (int i = 0; i < 4; ++i) {
+        vb->write(deviceQuad->x(i), deviceQuad->y(i), coverage[i],
+                  localQuad->x(i), localQuad->y(i), texSubset);
+    }
+}
+
+} // anonymous namespace
+
+namespace skgpu::v1::QuadPerEdgeAA {
+
+IndexBufferOption CalcIndexBufferOption(GrAAType aa, int numQuads) {
+    if (aa == GrAAType::kCoverage) {
+        return IndexBufferOption::kPictureFramed;
+    } else if (numQuads > 1) {
+        return IndexBufferOption::kIndexedRects;
+    } else {
+        return IndexBufferOption::kTriStrips;
+    }
+}
+
+// This is a more elaborate version of fitsInBytes() that allows "no color" for white
+ColorType MinColorType(SkPMColor4f color) {
+    if (color == SK_PMColor4fWHITE) {
+        return ColorType::kNone;
+    } else {
+        return color.fitsInBytes() ? ColorType::kByte : ColorType::kFloat;
+    }
+}
+
+////////////////// Tessellator Implementation
+
+Tessellator::WriteQuadProc Tessellator::GetWriteQuadProc(const VertexSpec& spec) {
+    // All specialized writing functions requires 2D geometry and no geometry subset. This is not
+    // the same as just checking device type vs. kRectilinear since non-AA general 2D quads do not
+    // require a geometry subset and could then go through a fast path.
+    if (spec.deviceQuadType() != GrQuad::Type::kPerspective && !spec.requiresGeometrySubset()) {
+        CoverageMode mode = spec.coverageMode();
+        if (spec.hasVertexColors()) {
+            if (mode != CoverageMode::kWithPosition) {
+                // Vertex colors, but no explicit coverage
+                if (!spec.hasLocalCoords()) {
+                    // Non-UV with vertex colors (possibly with coverage folded into alpha)
+                    return write_2d_color;
+                } else if (spec.localQuadType() != GrQuad::Type::kPerspective) {
+                    // UV locals with vertex colors (possibly with coverage-as-alpha)
+                    return spec.hasSubset() ? write_2d_color_uv_strict : write_2d_color_uv;
+                }
+            }
+            // Else fall through; this is a spec that requires vertex colors and explicit coverage,
+            // which means it's anti-aliased and the FPs don't support coverage as alpha, or
+            // it uses 3D local coordinates.
+        } else if (spec.hasLocalCoords() && spec.localQuadType() != GrQuad::Type::kPerspective) {
+            if (mode == CoverageMode::kWithPosition) {
+                // UV locals with explicit coverage
+                return spec.hasSubset() ? write_2d_cov_uv_strict : write_2d_cov_uv;
+            } else {
+                SkASSERT(mode == CoverageMode::kNone);
+                return spec.hasSubset() ? write_2d_uv_strict : write_2d_uv;
+            }
+        }
+        // Else fall through to generic vertex function; this is a spec that has no vertex colors
+        // and [no|uvr] local coords, which doesn't happen often enough to warrant specialization.
+    }
+
+    // Arbitrary spec hits the slow path
+    return write_quad_generic;
+}
+
+Tessellator::Tessellator(const VertexSpec& spec, char* vertices)
+        : fVertexSpec(spec)
+        , fVertexWriter{vertices}
+        , fWriteProc(Tessellator::GetWriteQuadProc(spec)) {}
+
+void Tessellator::append(GrQuad* deviceQuad, GrQuad* localQuad,
+                         const SkPMColor4f& color, const SkRect& uvSubset, GrQuadAAFlags aaFlags) {
+    // We allow Tessellator to be created with a null vertices pointer for convenience, but it is
+    // assumed it will never actually be used in those cases.
+    SkASSERT(fVertexWriter.fPtr);
+    SkASSERT(deviceQuad->quadType() <= fVertexSpec.deviceQuadType());
+    SkASSERT(localQuad || !fVertexSpec.hasLocalCoords());
+    SkASSERT(!fVertexSpec.hasLocalCoords() || localQuad->quadType() <= fVertexSpec.localQuadType());
+
+    static const float kFullCoverage[4] = {1.f, 1.f, 1.f, 1.f};
+    static const float kZeroCoverage[4] = {0.f, 0.f, 0.f, 0.f};
+    static const SkRect kIgnoredSubset = SkRect::MakeEmpty();
+
+    if (fVertexSpec.usesCoverageAA()) {
+        SkASSERT(fVertexSpec.coverageMode() == CoverageMode::kWithColor ||
+                 fVertexSpec.coverageMode() == CoverageMode::kWithPosition);
+        // Must calculate inner and outer quadrilaterals for the vertex coverage ramps, and possibly
+        // a geometry subset if corners are not right angles
+        SkRect geomSubset;
+        if (fVertexSpec.requiresGeometrySubset()) {
+#ifdef SK_USE_LEGACY_AA_QUAD_SUBSET
+            geomSubset = deviceQuad->bounds();
+            geomSubset.outset(0.5f, 0.5f); // account for AA expansion
+#else
+            // Our GP code expects a 0.5 outset rect (coverage is computed as 0 at the values of
+            // the uniform). However, if we have quad edges that aren't supposed to be antialiased
+            // they may lie close to the bounds. So in that case we outset by an additional 0.5.
+            // This is a sort of backup clipping mechanism for cases where quad outsetting of nearly
+            // parallel edges produces long thin extrusions from the original geometry.
+            float outset = aaFlags == GrQuadAAFlags::kAll ? 0.5f : 1.f;
+            geomSubset = deviceQuad->bounds().makeOutset(outset, outset);
+#endif
+        }
+
+        if (aaFlags == GrQuadAAFlags::kNone) {
+            // Have to write the coverage AA vertex structure, but there's no math to be done for a
+            // non-aa quad batched into a coverage AA op.
+            fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kFullCoverage, color,
+                       geomSubset, uvSubset);
+            // Since we pass the same corners in, the outer vertex structure will have 0 area and
+            // the coverage interpolation from 1 to 0 will not be visible.
+            fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kZeroCoverage, color,
+                       geomSubset, uvSubset);
+        } else {
+            // Reset the tessellation helper to match the current geometry
+            fAAHelper.reset(*deviceQuad, localQuad);
+
+            // Edge inset/outset distance ordered LBTR, set to 0.5 for a half pixel if the AA flag
+            // is turned on, or 0.0 if the edge is not anti-aliased.
+            skvx::Vec<4, float> edgeDistances;
+            if (aaFlags == GrQuadAAFlags::kAll) {
+                edgeDistances = 0.5f;
+            } else {
+                edgeDistances = { (aaFlags & GrQuadAAFlags::kLeft)   ? 0.5f : 0.f,
+                                  (aaFlags & GrQuadAAFlags::kBottom) ? 0.5f : 0.f,
+                                  (aaFlags & GrQuadAAFlags::kTop)    ? 0.5f : 0.f,
+                                  (aaFlags & GrQuadAAFlags::kRight)  ? 0.5f : 0.f };
+            }
+
+            // Write inner vertices first
+            float coverage[4];
+            fAAHelper.inset(edgeDistances, deviceQuad, localQuad).store(coverage);
+            fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, coverage, color,
+                       geomSubset, uvSubset);
+
+            // Then outer vertices, which use 0.f for their coverage. If the inset was degenerate
+            // to a line (had all coverages < 1), tweak the outset distance so the outer frame's
+            // narrow axis reaches out to 2px, which gives better animation under translation.
+            const bool hairline = aaFlags == GrQuadAAFlags::kAll &&
+                                  coverage[0] < 1.f &&
+                                  coverage[1] < 1.f &&
+                                  coverage[2] < 1.f &&
+                                  coverage[3] < 1.f;
+            if (hairline) {
+                skvx::Vec<4, float> len = fAAHelper.getEdgeLengths();
+                // Using max guards us against trying to scale a degenerate triangle edge of 0 len
+                // up to 2px. The shuffles are so that edge 0's adjustment is based on the lengths
+                // of its connecting edges (1 and 2), and so forth.
+                skvx::Vec<4, float> maxWH = max(skvx::shuffle<1, 0, 3, 2>(len),
+                                                skvx::shuffle<2, 3, 0, 1>(len));
+                // wh + 2e' = 2, so e' = (2 - wh) / 2 => e' = e * (2 - wh). But if w or h > 1, then
+                // 2 - wh < 1 and represents the non-narrow axis so clamp to 1.
+                edgeDistances *= max(1.f, 2.f - maxWH);
+            }
+            fAAHelper.outset(edgeDistances, deviceQuad, localQuad);
+            fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kZeroCoverage, color,
+                       geomSubset, uvSubset);
+        }
+    } else {
+        // No outsetting needed, just write a single quad with full coverage
+        SkASSERT(fVertexSpec.coverageMode() == CoverageMode::kNone &&
+                 !fVertexSpec.requiresGeometrySubset());
+        fWriteProc(&fVertexWriter, fVertexSpec, deviceQuad, localQuad, kFullCoverage, color,
+                   kIgnoredSubset, uvSubset);
+    }
+}
+
+sk_sp<const GrBuffer> GetIndexBuffer(GrMeshDrawTarget* target,
+                                     IndexBufferOption indexBufferOption) {
+    auto resourceProvider = target->resourceProvider();
+
+    switch (indexBufferOption) {
+        case IndexBufferOption::kPictureFramed: return resourceProvider->refAAQuadIndexBuffer();
+        case IndexBufferOption::kIndexedRects:  return resourceProvider->refNonAAQuadIndexBuffer();
+        case IndexBufferOption::kTriStrips:     // fall through
+        default:                                return nullptr;
+    }
+}
+
+int QuadLimit(IndexBufferOption option) {
+    switch (option) {
+        case IndexBufferOption::kPictureFramed: return GrResourceProvider::MaxNumAAQuads();
+        case IndexBufferOption::kIndexedRects:  return GrResourceProvider::MaxNumNonAAQuads();
+        case IndexBufferOption::kTriStrips:     return SK_MaxS32; // not limited by an indexBuffer
+    }
+
+    SkUNREACHABLE;
+}
+
+void IssueDraw(const GrCaps& caps, GrOpsRenderPass* renderPass, const VertexSpec& spec,
+               int runningQuadCount, int quadsInDraw, int maxVerts, int absVertBufferOffset) {
+    if (spec.indexBufferOption() == IndexBufferOption::kTriStrips) {
+        int offset = absVertBufferOffset +
+                                    runningQuadCount * GrResourceProvider::NumVertsPerNonAAQuad();
+        renderPass->draw(4, offset);
+        return;
+    }
+
+    SkASSERT(spec.indexBufferOption() == IndexBufferOption::kPictureFramed ||
+             spec.indexBufferOption() == IndexBufferOption::kIndexedRects);
+
+    int maxNumQuads, numIndicesPerQuad, numVertsPerQuad;
+
+    if (spec.indexBufferOption() == IndexBufferOption::kPictureFramed) {
+        // AA uses 8 vertices and 30 indices per quad, basically nested rectangles
+        maxNumQuads = GrResourceProvider::MaxNumAAQuads();
+        numIndicesPerQuad = GrResourceProvider::NumIndicesPerAAQuad();
+        numVertsPerQuad = GrResourceProvider::NumVertsPerAAQuad();
+    } else {
+        // Non-AA uses 4 vertices and 6 indices per quad
+        maxNumQuads = GrResourceProvider::MaxNumNonAAQuads();
+        numIndicesPerQuad = GrResourceProvider::NumIndicesPerNonAAQuad();
+        numVertsPerQuad = GrResourceProvider::NumVertsPerNonAAQuad();
+    }
+
+    SkASSERT(runningQuadCount + quadsInDraw <= maxNumQuads);
+
+    if (caps.avoidLargeIndexBufferDraws()) {
+        // When we need to avoid large index buffer draws we modify the base vertex of the draw
+        // which, in GL, requires rebinding all vertex attrib arrays, so a base index is generally
+        // preferred.
+        int offset = absVertBufferOffset + runningQuadCount * numVertsPerQuad;
+
+        renderPass->drawIndexPattern(numIndicesPerQuad, quadsInDraw, maxNumQuads, numVertsPerQuad,
+                                     offset);
+    } else {
+        int baseIndex = runningQuadCount * numIndicesPerQuad;
+        int numIndicesToDraw = quadsInDraw * numIndicesPerQuad;
+
+        int minVertex = runningQuadCount * numVertsPerQuad;
+        int maxVertex = (runningQuadCount + quadsInDraw) * numVertsPerQuad - 1; // inclusive
+
+        renderPass->drawIndexed(numIndicesToDraw, baseIndex, minVertex, maxVertex,
+                                absVertBufferOffset);
+    }
+}
+
+////////////////// VertexSpec Implementation
+
+int VertexSpec::deviceDimensionality() const {
+    return this->deviceQuadType() == GrQuad::Type::kPerspective ? 3 : 2;
+}
+
+int VertexSpec::localDimensionality() const {
+    return fHasLocalCoords ? (this->localQuadType() == GrQuad::Type::kPerspective ? 3 : 2) : 0;
+}
+
+CoverageMode VertexSpec::coverageMode() const {
+    if (this->usesCoverageAA()) {
+        if (this->compatibleWithCoverageAsAlpha() && this->hasVertexColors() &&
+            !this->requiresGeometrySubset()) {
+            // Using a geometric subset acts as a second source of coverage and folding
+            // the original coverage into color makes it impossible to apply the color's
+            // alpha to the geometric subset's coverage when the original shape is clipped.
+            return CoverageMode::kWithColor;
+        } else {
+            return CoverageMode::kWithPosition;
+        }
+    } else {
+        return CoverageMode::kNone;
+    }
+}
+
+// This needs to stay in sync w/ QuadPerEdgeAAGeometryProcessor::initializeAttrs
+size_t VertexSpec::vertexSize() const {
+    bool needsPerspective = (this->deviceDimensionality() == 3);
+    CoverageMode coverageMode = this->coverageMode();
+
+    size_t count = 0;
+
+    if (coverageMode == CoverageMode::kWithPosition) {
+        if (needsPerspective) {
+            count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
+        } else {
+            count += GrVertexAttribTypeSize(kFloat2_GrVertexAttribType) +
+                     GrVertexAttribTypeSize(kFloat_GrVertexAttribType);
+        }
+    } else {
+        if (needsPerspective) {
+            count += GrVertexAttribTypeSize(kFloat3_GrVertexAttribType);
+        } else {
+            count += GrVertexAttribTypeSize(kFloat2_GrVertexAttribType);
+        }
+    }
+
+    if (this->requiresGeometrySubset()) {
+        count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
+    }
+
+    count += this->localDimensionality() * GrVertexAttribTypeSize(kFloat_GrVertexAttribType);
+
+    if (ColorType::kByte == this->colorType()) {
+        count += GrVertexAttribTypeSize(kUByte4_norm_GrVertexAttribType);
+    } else if (ColorType::kFloat == this->colorType()) {
+        count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
+    }
+
+    if (this->hasSubset()) {
+        count += GrVertexAttribTypeSize(kFloat4_GrVertexAttribType);
+    }
+
+    return count;
+}
+
+////////////////// Geometry Processor Implementation
+
+class QuadPerEdgeAAGeometryProcessor : public GrGeometryProcessor {
+public:
+    static GrGeometryProcessor* Make(SkArenaAlloc* arena, const VertexSpec& spec) {
+        return arena->make([&](void* ptr) {
+            return new (ptr) QuadPerEdgeAAGeometryProcessor(spec);
+        });
+    }
+
+    static GrGeometryProcessor* Make(SkArenaAlloc* arena,
+                                     const VertexSpec& vertexSpec,
+                                     const GrShaderCaps& caps,
+                                     const GrBackendFormat& backendFormat,
+                                     GrSamplerState samplerState,
+                                     const GrSwizzle& swizzle,
+                                     sk_sp<GrColorSpaceXform> textureColorSpaceXform,
+                                     Saturate saturate) {
+        return arena->make([&](void* ptr) {
+            return new (ptr) QuadPerEdgeAAGeometryProcessor(
+                    vertexSpec, caps, backendFormat, samplerState, swizzle,
+                    std::move(textureColorSpaceXform), saturate);
+        });
+    }
+
+    const char* name() const override { return "QuadPerEdgeAAGeometryProcessor"; }
+
+    void addToKey(const GrShaderCaps&, GrProcessorKeyBuilder* b) const override {
+        // texturing, device-dimensions are single bit flags
+        b->addBool(fTexSubset.isInitialized(),    "subset");
+        b->addBool(fSampler.isInitialized(),      "textured");
+        b->addBool(fNeedsPerspective,             "perspective");
+        b->addBool((fSaturate == Saturate::kYes), "saturate");
+
+        b->addBool(fLocalCoord.isInitialized(),   "hasLocalCoords");
+        if (fLocalCoord.isInitialized()) {
+            // 2D (0) or 3D (1)
+            b->addBits(1, (kFloat3_GrVertexAttribType == fLocalCoord.cpuType()), "localCoordsType");
+        }
+        b->addBool(fColor.isInitialized(),        "hasColor");
+        if (fColor.isInitialized()) {
+            // bytes (0) or floats (1)
+            b->addBits(1, (kFloat4_GrVertexAttribType == fColor.cpuType()), "colorType");
+        }
+        // and coverage mode, 00 for none, 01 for withposition, 10 for withcolor, 11 for
+        // position+geomsubset
+        uint32_t coverageKey = 0;
+        SkASSERT(!fGeomSubset.isInitialized() || fCoverageMode == CoverageMode::kWithPosition);
+        if (fCoverageMode != CoverageMode::kNone) {
+            coverageKey = fGeomSubset.isInitialized()
+                                  ? 0x3
+                                  : (CoverageMode::kWithPosition == fCoverageMode ? 0x1 : 0x2);
+        }
+        b->addBits(2, coverageKey, "coverageMode");
+
+        b->add32(GrColorSpaceXform::XformKey(fTextureColorSpaceXform.get()), "colorSpaceXform");
+    }
+
+    std::unique_ptr<ProgramImpl> makeProgramImpl(const GrShaderCaps&) const override {
+        class Impl : public ProgramImpl {
+        public:
+            void setData(const GrGLSLProgramDataManager& pdman,
+                         const GrShaderCaps&,
+                         const GrGeometryProcessor& geomProc) override {
+                const auto& gp = geomProc.cast<QuadPerEdgeAAGeometryProcessor>();
+                fTextureColorSpaceXformHelper.setData(pdman, gp.fTextureColorSpaceXform.get());
+            }
+
+        private:
+            void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
+                using Interpolation = GrGLSLVaryingHandler::Interpolation;
+
+                const auto& gp = args.fGeomProc.cast<QuadPerEdgeAAGeometryProcessor>();
+                fTextureColorSpaceXformHelper.emitCode(args.fUniformHandler,
+                                                       gp.fTextureColorSpaceXform.get());
+
+                args.fVaryingHandler->emitAttributes(gp);
+
+                if (gp.fCoverageMode == CoverageMode::kWithPosition) {
+                    // Strip last channel from the vertex attribute to remove coverage and get the
+                    // actual position
+                    if (gp.fNeedsPerspective) {
+                        args.fVertBuilder->codeAppendf("float3 position = %s.xyz;",
+                                                       gp.fPosition.name());
+                    } else {
+                        args.fVertBuilder->codeAppendf("float2 position = %s.xy;",
+                                                       gp.fPosition.name());
+                    }
+                    gpArgs->fPositionVar = {"position",
+                                            gp.fNeedsPerspective ? kFloat3_GrSLType
+                                                                 : kFloat2_GrSLType,
+                                            GrShaderVar::TypeModifier::None};
+                } else {
+                    // No coverage to eliminate
+                    gpArgs->fPositionVar = gp.fPosition.asShaderVar();
+                }
+
+                // This attribute will be uninitialized if earlier FP analysis determined no
+                // local coordinates are needed (and this will not include the inline texture
+                // fetch this GP does before invoking FPs).
+                gpArgs->fLocalCoordVar = gp.fLocalCoord.asShaderVar();
+
+                // Solid color before any texturing gets modulated in
+                const char* blendDst;
+                if (gp.fColor.isInitialized()) {
+                    SkASSERT(gp.fCoverageMode != CoverageMode::kWithColor || !gp.fNeedsPerspective);
+                    // The color cannot be flat if the varying coverage has been modulated into it
+                    args.fFragBuilder->codeAppendf("half4 %s;", args.fOutputColor);
+                    args.fVaryingHandler->addPassThroughAttribute(
+                            gp.fColor.asShaderVar(),
+                            args.fOutputColor,
+                            gp.fCoverageMode == CoverageMode::kWithColor
+                                    ? Interpolation::kInterpolated
+                                    : Interpolation::kCanBeFlat);
+                    blendDst = args.fOutputColor;
+                } else {
+                    // Output color must be initialized to something
+                    args.fFragBuilder->codeAppendf("half4 %s = half4(1);", args.fOutputColor);
+                    blendDst = nullptr;
+                }
+
+                // If there is a texture, must also handle texture coordinates and reading from
+                // the texture in the fragment shader before continuing to fragment processors.
+                if (gp.fSampler.isInitialized()) {
+                    // Texture coordinates clamped by the subset on the fragment shader; if the GP
+                    // has a texture, it's guaranteed to have local coordinates
+                    args.fFragBuilder->codeAppend("float2 texCoord;");
+                    if (gp.fLocalCoord.cpuType() == kFloat3_GrVertexAttribType) {
+                        // Can't do a pass through since we need to perform perspective division
+                        GrGLSLVarying v(gp.fLocalCoord.gpuType());
+                        args.fVaryingHandler->addVarying(gp.fLocalCoord.name(), &v);
+                        args.fVertBuilder->codeAppendf("%s = %s;",
+                                                       v.vsOut(), gp.fLocalCoord.name());
+                        args.fFragBuilder->codeAppendf("texCoord = %s.xy / %s.z;",
+                                                       v.fsIn(), v.fsIn());
+                    } else {
+                        args.fVaryingHandler->addPassThroughAttribute(gp.fLocalCoord.asShaderVar(),
+                                                                      "texCoord");
+                    }
+
+                    // Clamp the now 2D localCoordName variable by the subset if it is provided
+                    if (gp.fTexSubset.isInitialized()) {
+                        args.fFragBuilder->codeAppend("float4 subset;");
+                        args.fVaryingHandler->addPassThroughAttribute(gp.fTexSubset.asShaderVar(),
+                                                                      "subset",
+                                                                      Interpolation::kCanBeFlat);
+                        args.fFragBuilder->codeAppend(
+                                "texCoord = clamp(texCoord, subset.LT, subset.RB);");
+                    }
+
+                    // Now modulate the starting output color by the texture lookup
+                    args.fFragBuilder->codeAppendf(
+                            "%s = %s(",
+                            args.fOutputColor,
+                            (gp.fSaturate == Saturate::kYes) ? "saturate" : "");
+                    args.fFragBuilder->appendTextureLookupAndBlend(
+                            blendDst, SkBlendMode::kModulate, args.fTexSamplers[0],
+                            "texCoord", &fTextureColorSpaceXformHelper);
+                    args.fFragBuilder->codeAppend(");");
+                } else {
+                    // Saturate is only intended for use with a proxy to account for the fact
+                    // that TextureOp skips SkPaint conversion, which normally handles this.
+                    SkASSERT(gp.fSaturate == Saturate::kNo);
+                }
+
+                // And lastly, output the coverage calculation code
+                if (gp.fCoverageMode == CoverageMode::kWithPosition) {
+                    GrGLSLVarying coverage(kFloat_GrSLType);
+                    args.fVaryingHandler->addVarying("coverage", &coverage);
+                    if (gp.fNeedsPerspective) {
+                        // Multiply by "W" in the vertex shader, then by 1/w (sk_FragCoord.w) in
+                        // the fragment shader to get screen-space linear coverage.
+                        args.fVertBuilder->codeAppendf("%s = %s.w * %s.z;",
+                                                       coverage.vsOut(), gp.fPosition.name(),
+                                                       gp.fPosition.name());
+                        args.fFragBuilder->codeAppendf("float coverage = %s * sk_FragCoord.w;",
+                                                        coverage.fsIn());
+                    } else {
+                        args.fVertBuilder->codeAppendf("%s = %s;",
+                                                       coverage.vsOut(), gp.fCoverage.name());
+                        args.fFragBuilder->codeAppendf("float coverage = %s;", coverage.fsIn());
+                    }
+
+                    if (gp.fGeomSubset.isInitialized()) {
+                        // Calculate distance from sk_FragCoord to the 4 edges of the subset
+                        // and clamp them to (0, 1). Use the minimum of these and the original
+                        // coverage. This only has to be done in the exterior triangles, the
+                        // interior of the quad geometry can never be clipped by the subset box.
+                        args.fFragBuilder->codeAppend("float4 geoSubset;");
+                        args.fVaryingHandler->addPassThroughAttribute(gp.fGeomSubset.asShaderVar(),
+                                                                      "geoSubset",
+                                                                      Interpolation::kCanBeFlat);
+#ifdef SK_USE_LEGACY_AA_QUAD_SUBSET
+                        args.fFragBuilder->codeAppend(
+                                "if (coverage < 0.5) {"
+                                "   float4 dists4 = clamp(float4(1, 1, -1, -1) * "
+                                        "(sk_FragCoord.xyxy - geoSubset), 0, 1);"
+                                "   float2 dists2 = dists4.xy * dists4.zw;"
+                                "   coverage = min(coverage, dists2.x * dists2.y);"
+                                "}");
+#else
+                        args.fFragBuilder->codeAppend(
+                                // This is lifted from GrAARectEffect. It'd be nice if we could
+                                // invoke a FP from a GP rather than duplicate this code.
+                                "half4 dists4 = clamp(half4(1, 1, -1, -1) * "
+                                               "half4(sk_FragCoord.xyxy - geoSubset), 0, 1);\n"
+                                "half2 dists2 = dists4.xy + dists4.zw - 1;\n"
+                                "half subsetCoverage = dists2.x * dists2.y;\n"
+                                "coverage = min(coverage, subsetCoverage);");
+#endif
+                    }
+
+                    args.fFragBuilder->codeAppendf("half4 %s = half4(half(coverage));",
+                                                   args.fOutputCoverage);
+                } else {
+                    // Set coverage to 1, since it's either non-AA or the coverage was already
+                    // folded into the output color
+                    SkASSERT(!gp.fGeomSubset.isInitialized());
+                    args.fFragBuilder->codeAppendf("const half4 %s = half4(1);",
+                                                   args.fOutputCoverage);
+                }
+            }
+
+            GrGLSLColorSpaceXformHelper fTextureColorSpaceXformHelper;
+        };
+
+        return std::make_unique<Impl>();
+    }
+
+private:
+    using Saturate = skgpu::v1::TextureOp::Saturate;
+
+    QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec)
+            : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
+            , fTextureColorSpaceXform(nullptr) {
+        SkASSERT(!spec.hasSubset());
+        this->initializeAttrs(spec);
+        this->setTextureSamplerCnt(0);
+    }
+
+    QuadPerEdgeAAGeometryProcessor(const VertexSpec& spec,
+                                   const GrShaderCaps& caps,
+                                   const GrBackendFormat& backendFormat,
+                                   GrSamplerState samplerState,
+                                   const GrSwizzle& swizzle,
+                                   sk_sp<GrColorSpaceXform> textureColorSpaceXform,
+                                   Saturate saturate)
+            : INHERITED(kQuadPerEdgeAAGeometryProcessor_ClassID)
+            , fSaturate(saturate)
+            , fTextureColorSpaceXform(std::move(textureColorSpaceXform))
+            , fSampler(samplerState, backendFormat, swizzle) {
+        SkASSERT(spec.hasLocalCoords());
+        this->initializeAttrs(spec);
+        this->setTextureSamplerCnt(1);
+    }
+
+    // This needs to stay in sync w/ VertexSpec::vertexSize
+    void initializeAttrs(const VertexSpec& spec) {
+        fNeedsPerspective = spec.deviceDimensionality() == 3;
+        fCoverageMode = spec.coverageMode();
+
+        if (fCoverageMode == CoverageMode::kWithPosition) {
+            if (fNeedsPerspective) {
+                fPosition = {"positionWithCoverage", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
+            } else {
+                fPosition = {"position", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
+                fCoverage = {"coverage", kFloat_GrVertexAttribType, kFloat_GrSLType};
+            }
+        } else {
+            if (fNeedsPerspective) {
+                fPosition = {"position", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
+            } else {
+                fPosition = {"position", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
+            }
+        }
+
+        // Need a geometry subset when the quads are AA and not rectilinear, since their AA
+        // outsetting can go beyond a half pixel.
+        if (spec.requiresGeometrySubset()) {
+            fGeomSubset = {"geomSubset", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
+        }
+
+        int localDim = spec.localDimensionality();
+        if (localDim == 3) {
+            fLocalCoord = {"localCoord", kFloat3_GrVertexAttribType, kFloat3_GrSLType};
+        } else if (localDim == 2) {
+            fLocalCoord = {"localCoord", kFloat2_GrVertexAttribType, kFloat2_GrSLType};
+        } // else localDim == 0 and attribute remains uninitialized
+
+        if (spec.hasVertexColors()) {
+            fColor = MakeColorAttribute("color", ColorType::kFloat == spec.colorType());
+        }
+
+        if (spec.hasSubset()) {
+            fTexSubset = {"texSubset", kFloat4_GrVertexAttribType, kFloat4_GrSLType};
+        }
+
+        this->setVertexAttributes(&fPosition, 6);
+    }
+
+    const TextureSampler& onTextureSampler(int) const override { return fSampler; }
+
+    Attribute fPosition; // May contain coverage as last channel
+    Attribute fCoverage; // Used for non-perspective position to avoid Intel Metal issues
+    Attribute fColor; // May have coverage modulated in if the FPs support it
+    Attribute fLocalCoord;
+    Attribute fGeomSubset; // Screen-space bounding box on geometry+aa outset
+    Attribute fTexSubset; // Texture-space bounding box on local coords
+
+    // The positions attribute may have coverage built into it, so float3 is an ambiguous type
+    // and may mean 2d with coverage, or 3d with no coverage
+    bool fNeedsPerspective;
+    // Should saturate() be called on the color? Only relevant when created with a texture.
+    Saturate fSaturate = Saturate::kNo;
+    CoverageMode fCoverageMode;
+
+    // Color space will be null and fSampler.isInitialized() returns false when the GP is configured
+    // to skip texturing.
+    sk_sp<GrColorSpaceXform> fTextureColorSpaceXform;
+    TextureSampler fSampler;
+
+    using INHERITED = GrGeometryProcessor;
+};
+
+GrGeometryProcessor* MakeProcessor(SkArenaAlloc* arena, const VertexSpec& spec) {
+    return QuadPerEdgeAAGeometryProcessor::Make(arena, spec);
+}
+
+GrGeometryProcessor* MakeTexturedProcessor(SkArenaAlloc* arena,
+                                           const VertexSpec& spec,
+                                           const GrShaderCaps& caps,
+                                           const GrBackendFormat& backendFormat,
+                                           GrSamplerState samplerState,
+                                           const GrSwizzle& swizzle,
+                                           sk_sp<GrColorSpaceXform> textureColorSpaceXform,
+                                           Saturate saturate) {
+    return QuadPerEdgeAAGeometryProcessor::Make(arena, spec, caps, backendFormat, samplerState,
+                                                swizzle, std::move(textureColorSpaceXform),
+                                                saturate);
+}
+
+} // namespace skgpu::v1::QuadPerEdgeAA