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