Separate quad UV calculation from bloat_quad
For GPU hairlines move UV calculation on vertices for quads to its own function outside of bloat_quad. This is done since conics share the bloat quad function and don't need to do this calcuation. BUG= R=bsalomon@google.com Review URL: https://codereview.chromium.org/22043006 git-svn-id: http://skia.googlecode.com/svn/trunk@10547 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -472,6 +472,12 @@ void intersect_lines(const SkPoint& ptA, const SkVector& normA,
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result->fY = SkScalarMul(result->fY, wInv);
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}
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void set_uv_quad(const SkPoint qpts[3], Vertex verts[kVertsPerQuad]) {
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// this should be in the src space, not dev coords, when we have perspective
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GrPathUtils::QuadUVMatrix DevToUV(qpts);
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DevToUV.apply<kVertsPerQuad, sizeof(Vertex), sizeof(GrPoint)>(verts);
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}
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void bloat_quad(const SkPoint qpts[3], const SkMatrix* toDevice,
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const SkMatrix* toSrc, Vertex verts[kVertsPerQuad],
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SkRect* devBounds) {
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@ -481,9 +487,6 @@ void bloat_quad(const SkPoint qpts[3], const SkMatrix* toDevice,
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SkPoint b = qpts[1];
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SkPoint c = qpts[2];
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// this should be in the src space, not dev coords, when we have perspective
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GrPathUtils::QuadUVMatrix DevToUV(qpts);
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if (toDevice) {
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toDevice->mapPoints(&a, 1);
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toDevice->mapPoints(&b, 1);
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@ -549,7 +552,6 @@ void bloat_quad(const SkPoint qpts[3], const SkMatrix* toDevice,
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if (toSrc) {
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toSrc->mapPointsWithStride(&verts[0].fPos, sizeof(Vertex), kVertsPerQuad);
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}
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DevToUV.apply<kVertsPerQuad, sizeof(Vertex), sizeof(GrPoint)>(verts);
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}
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// Input:
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@ -641,6 +643,7 @@ void add_quads(const SkPoint p[3],
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add_quads(newP + 2, subdiv-1, toDevice, toSrc, vert, devBounds);
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} else {
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bloat_quad(p, toDevice, toSrc, *vert, devBounds);
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set_uv_quad(p, *vert);
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*vert += kVertsPerQuad;
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}
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}
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