Fix Assert for gpu ConicalTwoPointGradient edgecase to be correct bounds.

BUG=skia:
R=bsalomon@google.com

Author: egdaniel@google.com

Review URL: https://codereview.chromium.org/311373003
This commit is contained in:
egdaniel 2014-06-06 07:26:16 -07:00 committed by Commit bot
parent 0951fe1298
commit be4fd4f734

View File

@ -16,6 +16,7 @@
typedef GrGLUniformManager::UniformHandle UniformHandle;
static const SkScalar kErrorTol = 0.00001f;
static const SkScalar kEdgeErrorTol = 5.f * kErrorTol;
/**
* We have three general cases for 2pt conical gradients. First we always assume that
@ -96,7 +97,8 @@ private:
fRadius0(shader.getStartRadius()),
fDiffRadius(shader.getDiffRadius()){
// We should only be calling this shader if we are degenerate case with touching circles
SkASSERT(SkScalarAbs(fDiffRadius) - SkScalarAbs(fCenterX1) < kErrorTol) ;
SkASSERT(SkScalarAbs(SkScalarAbs(fDiffRadius) - SkScalarAbs(fCenterX1)) <
fRadius0 * kEdgeErrorTol);
// We pass the linear part of the quadratic as a varying.
// float b = -2.0 * (fCenterX1 * x + fRadius0 * fDiffRadius * z)
@ -328,9 +330,9 @@ static ConicalType set_matrix_focal_conical(const SkTwoPointConicalGradient& sha
// If the focal point is touching the edge of the circle it will
// cause a degenerate case that must be handled separately
// 5 * kErrorTol was picked after manual testing the stability trade off
// versus the linear approx used in the Edge Shader
if (SkScalarAbs(1.f - (*focalX)) < 5 * kErrorTol) {
// kEdgeErrorTol = 5 * kErrorTol was picked after manual testing the
// stability trade off versus the linear approx used in the Edge Shader
if (SkScalarAbs(1.f - (*focalX)) < kEdgeErrorTol) {
return kEdge_ConicalType;
}
@ -771,9 +773,10 @@ static ConicalType set_matrix_circle_conical(const SkTwoPointConicalGradient& sh
// Check to see if start circle is inside end circle with edges touching.
// If touching we return that it is of kEdge_ConicalType, and leave the matrix setting
// to the edge shader. 5 * kErrorTol was picked after manual testing so that C = 1 / A
// is stable, and the linear approximation used in the Edge shader is still accurate.
if (SkScalarAbs(A) < 5 * kErrorTol) {
// to the edge shader. kEdgeErrorTol = 5 * kErrorTol was picked after manual testing
// so that C = 1 / A is stable, and the linear approximation used in the Edge shader is
// still accurate.
if (SkScalarAbs(A) < kEdgeErrorTol) {
return kEdge_ConicalType;
}