Fix shadowed-variable error.

Change-Id: Ie7bc325af6280e7714798d0d418e045f798cc2fd
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/521842
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Michael Ludwig <michaelludwig@google.com>
This commit is contained in:
John Stiles 2022-03-17 17:41:13 -04:00 committed by SkCQ
parent d37eac59fb
commit 0ac3ebbcfd

View File

@ -315,7 +315,7 @@ public:
float4 devPosition = float4(localcoord.xy, 0.0, 1.0);)";
}
void writeVertices(DrawWriter* w,
void writeVertices(DrawWriter* dw,
const SkIRect& bounds,
const Transform& localToDevice,
const Shape& shape) const override {
@ -323,18 +323,18 @@ public:
static constexpr int kMaxTessellationSegments = 1 << PathTessellator::kMaxFixedResolveLevel;
SkPath path = shape.asPath(); // TODO: Iterate the Shape directly
BindBufferInfo fixedVertexBuffer = w->bufferManager()->getStaticBuffer(
BindBufferInfo fixedVertexBuffer = dw->bufferManager()->getStaticBuffer(
BufferType::kVertex,
PathCurveTessellator::WriteFixedVertexBuffer,
FixedVertexBufferSize);
BindBufferInfo fixedIndexBuffer = w->bufferManager()->getStaticBuffer(
BindBufferInfo fixedIndexBuffer = dw->bufferManager()->getStaticBuffer(
BufferType::kIndex,
PathCurveTessellator::WriteFixedIndexBuffer,
FixedIndexBufferSize);
int patchReserveCount = PathCurveTessellator::PatchPreallocCount(path.countVerbs());
Writer writer{kAttribs, kMaxTessellationSegments,
*w, fixedVertexBuffer, fixedIndexBuffer, patchReserveCount};
*dw, fixedVertexBuffer, fixedIndexBuffer, patchReserveCount};
// TODO: Is it better to pre-transform on the CPU and only have a matrix uniform to compute
// local coords, or is it better to always transform on the GPU (less CPU usage, more