Remove a redundant position assignment from stroke tessellation shaders
Bug: skia:10419 Change-Id: I74429ceb1fc03e68872c74eb62f64675e1bd55cc Reviewed-on: https://skia-review.googlesource.com/c/skia/+/327476 Reviewed-by: Michael Ludwig <michaelludwig@google.com> Commit-Queue: Chris Dalton <csmartdalton@google.com>
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@ -697,18 +697,17 @@ SkString GrStrokeTessellateShader::getTessEvaluationShaderGLSL(
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if (localEdgeID == 0) {
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// The first local edge of each section uses the provided P[0] and tan0. This ensures
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// continuous rotation across chops made by the vertex shader as well as crack-free
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// seaming between patches.
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position = P[0];
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// The first local edge of each section uses the provided tan0. This ensures continuous
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// rotation across chops made by the vertex shader as well as crack-free seaming between
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// patches. (NOTE: position is always equal to P[0] here when localEdgeID==0.)
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tangent = tan0;
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}
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if (gl_TessCoord.x == 1) {
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// The final edge of the quad strip always uses the provided endPt and endTan. This
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// ensures crack-free seaming between patches.
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position = tcsEndPtEndTan.xy;
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tangent = tcsEndPtEndTan.zw;
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position = tcsEndPtEndTan.xy;
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}
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// Determine how far to outset our vertex orthogonally from the curve.
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