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>
This commit is contained in:
Chris Dalton 2020-10-15 18:24:27 -06:00 committed by Skia Commit-Bot
parent f5323d92ae
commit f1cd1553b3

View File

@ -697,18 +697,17 @@ SkString GrStrokeTessellateShader::getTessEvaluationShaderGLSL(
}
if (localEdgeID == 0) {
// The first local edge of each section uses the provided P[0] and tan0. This ensures
// continuous rotation across chops made by the vertex shader as well as crack-free
// seaming between patches.
position = P[0];
// The first local edge of each section uses the provided tan0. This ensures continuous
// rotation across chops made by the vertex shader as well as crack-free seaming between
// patches. (NOTE: position is always equal to P[0] here when localEdgeID==0.)
tangent = tan0;
}
if (gl_TessCoord.x == 1) {
// The final edge of the quad strip always uses the provided endPt and endTan. This
// ensures crack-free seaming between patches.
position = tcsEndPtEndTan.xy;
tangent = tcsEndPtEndTan.zw;
position = tcsEndPtEndTan.xy;
}
// Determine how far to outset our vertex orthogonally from the curve.