57caa660c0
This reverts commit62563deb6b
. Reason for revert: change that affected similar set of GMs reverted, relanding now that this is more easily triagable. Original change's description: > Revert "Make GPU backend triangulate rects such that they are rendered as tri strips rather than tri fans." > > This reverts commitfa2d604a7d
. > > Reason for revert: <INSERT REASONING HERE> > > Original change's description: > > Make GPU backend triangulate rects such that they are rendered as tri strips rather than tri fans. > > > > Right now when we turn rects into quads we use a vertex order compatible with a tri fan rather than a tri strip. > > > > I wanted it to be the case that the same code could be used to generate a non-indexed mesh for a single rect or indexed using the quad index buffer when batching. Triangle fanning is not available in all APIS (e.g. is emulated in ANGLE and not supported in Metal) so it seems better to use a triangle strip over a fan in the single rect case. > > > > > > Change-Id: I31eebd794e7328f4b39e3ec3377bf2ec556360ca > > Reviewed-on: https://skia-review.googlesource.com/60081 > > Commit-Queue: Brian Salomon <bsalomon@google.com> > > Reviewed-by: Robert Phillips <robertphillips@google.com> > > TBR=bsalomon@google.com,robertphillips@google.com > > Change-Id: I7c4c23aa418da09c9708b28cce64ab58e282dd3a > No-Presubmit: true > No-Tree-Checks: true > No-Try: true > Reviewed-on: https://skia-review.googlesource.com/60683 > Reviewed-by: Brian Salomon <bsalomon@google.com> > Commit-Queue: Brian Salomon <bsalomon@google.com> TBR=bsalomon@google.com,robertphillips@google.com Change-Id: Iefcd16676a7617d32e89fc84206cd4e88e9a06e1 No-Presubmit: true No-Tree-Checks: true No-Try: true Reviewed-on: https://skia-review.googlesource.com/61160 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
70 lines
1.8 KiB
C
70 lines
1.8 KiB
C
/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkRSXform_DEFINED
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#define SkRSXform_DEFINED
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#include "SkPoint.h"
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#include "SkSize.h"
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/**
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* A compressed form of a rotation+scale matrix.
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*
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* [ fSCos -fSSin fTx ]
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* [ fSSin fSCos fTy ]
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* [ 0 0 1 ]
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*/
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struct SkRSXform {
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static SkRSXform Make(SkScalar scos, SkScalar ssin, SkScalar tx, SkScalar ty) {
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SkRSXform xform = { scos, ssin, tx, ty };
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return xform;
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}
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/*
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* Initialize a new xform based on the scale, rotation (in radians), final tx,ty location
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* and anchor-point ax,ay within the src quad.
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*
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* Note: the anchor point is not normalized (e.g. 0...1) but is in pixels of the src image.
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*/
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static SkRSXform MakeFromRadians(SkScalar scale, SkScalar radians, SkScalar tx, SkScalar ty,
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SkScalar ax, SkScalar ay) {
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const SkScalar s = SkScalarSin(radians) * scale;
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const SkScalar c = SkScalarCos(radians) * scale;
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return Make(c, s, tx + -c * ax + s * ay, ty + -s * ax - c * ay);
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}
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SkScalar fSCos;
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SkScalar fSSin;
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SkScalar fTx;
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SkScalar fTy;
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bool rectStaysRect() const {
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return 0 == fSCos || 0 == fSSin;
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}
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void setIdentity() {
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fSCos = 1;
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fSSin = fTx = fTy = 0;
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}
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void set(SkScalar scos, SkScalar ssin, SkScalar tx, SkScalar ty) {
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fSCos = scos;
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fSSin = ssin;
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fTx = tx;
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fTy = ty;
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}
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void toQuad(SkScalar width, SkScalar height, SkPoint quad[4]) const;
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void toQuad(const SkSize& size, SkPoint quad[4]) const {
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this->toQuad(size.width(), size.height(), quad);
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}
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void toTriStrip(SkScalar width, SkScalar height, SkPoint strip[4]) const;
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};
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#endif
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