Tweak out SkTileGrid::insert() loop.
BUG=skia: Review URL: https://codereview.chromium.org/658913002
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@ -84,10 +84,15 @@ void SkTileGrid::insert(unsigned opIndex, const SkRect& originalBounds, bool) {
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SkIRect grid;
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SkIRect grid;
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this->userToGrid(bounds, &grid);
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this->userToGrid(bounds, &grid);
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for (int y = grid.fTop; y <= grid.fBottom; y++) {
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// This is just a loop over y then x. This compiles to a slightly faster and
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for (int x = grid.fLeft; x <= grid.fRight; x++) {
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// more compact loop than if we just did fTiles[y * fXTiles + x].push(opIndex).
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fTiles[y * fXTiles + x].push(opIndex);
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SkTDArray<unsigned>* row = &fTiles[grid.fTop * fXTiles + grid.fLeft];
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for (int y = 0; y <= grid.fBottom - grid.fTop; y++) {
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SkTDArray<unsigned>* tile = row;
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for (int x = 0; x <= grid.fRight - grid.fLeft; x++) {
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(tile++)->push(opIndex);
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}
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}
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row += fXTiles;
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}
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}
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}
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}
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