c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
469 lines
15 KiB
C++
469 lines
15 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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#include "gm/gm.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkPath.h"
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namespace {
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// Concave test
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void test_concave(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->translate(0, 0);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(20))
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.lineTo(SkIntToScalar(80), SkIntToScalar(20))
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.lineTo(SkIntToScalar(30), SkIntToScalar(30))
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.lineTo(SkIntToScalar(20), SkIntToScalar(80));
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canvas->drawPath(path, paint);
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}
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// Reverse concave test
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void test_reverse_concave(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(100, 0);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(20))
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.lineTo(SkIntToScalar(20), SkIntToScalar(80))
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.lineTo(SkIntToScalar(30), SkIntToScalar(30))
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.lineTo(SkIntToScalar(80), SkIntToScalar(20));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Bowtie (intersection)
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void test_bowtie(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(200, 0);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(20))
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.lineTo(SkIntToScalar(80), SkIntToScalar(80))
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.lineTo(SkIntToScalar(80), SkIntToScalar(20))
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.lineTo(SkIntToScalar(20), SkIntToScalar(80));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// "fake" bowtie (concave, but no intersection)
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void test_fake_bowtie(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(300, 0);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(20))
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.lineTo(SkIntToScalar(50), SkIntToScalar(40))
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.lineTo(SkIntToScalar(80), SkIntToScalar(20))
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.lineTo(SkIntToScalar(80), SkIntToScalar(80))
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.lineTo(SkIntToScalar(50), SkIntToScalar(60))
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.lineTo(SkIntToScalar(20), SkIntToScalar(80));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Bowtie with a smaller right hand lobe. The outer vertex of the left hand
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// lobe intrudes into the interior of the right hand lobe.
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void test_intruding_vertex(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(400, 0);
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path.setIsVolatile(true);
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path.moveTo(20, 20)
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.lineTo(50, 50)
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.lineTo(68, 20)
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.lineTo(68, 80)
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.lineTo(50, 50)
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.lineTo(20, 80);
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// A shape with an edge that becomes inverted on AA stroking and that also contains
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// a repeated start/end vertex.
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void test_inversion_repeat_vertex(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(400, 100);
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path.setIsVolatile(true);
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path.moveTo(80, 50)
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.lineTo(40, 80)
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.lineTo(60, 20)
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.lineTo(20, 20)
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.lineTo(39.99f, 80)
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.lineTo(80, 50);
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Fish test (intersection/concave)
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void test_fish(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(0, 100);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(20))
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.lineTo(SkIntToScalar(80), SkIntToScalar(80))
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.lineTo(SkIntToScalar(70), SkIntToScalar(50))
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.lineTo(SkIntToScalar(80), SkIntToScalar(20))
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.lineTo(SkIntToScalar(20), SkIntToScalar(80))
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.lineTo(SkIntToScalar(0), SkIntToScalar(50));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Overlapping "Fast-forward" icon: tests coincidence of inner and outer
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// vertices generated by intersection.
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void test_fast_forward(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(100, 100);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(20))
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.lineTo(SkIntToScalar(60), SkIntToScalar(50))
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.lineTo(SkIntToScalar(20), SkIntToScalar(80))
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.moveTo(SkIntToScalar(40), SkIntToScalar(20))
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.lineTo(SkIntToScalar(40), SkIntToScalar(80))
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.lineTo(SkIntToScalar(80), SkIntToScalar(50));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Square polygon with a square hole.
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void test_hole(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(200, 100);
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path.addPoly({{20,20}, {80,20}, {80,80}, {20,80}}, false)
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.addPoly({{30,30}, {30,70}, {70,70}, {70,30}}, false);
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Star test (self-intersecting)
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void test_star(SkCanvas* canvas, const SkPaint& paint) {
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canvas->save();
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canvas->translate(300, 100);
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canvas->drawPath(SkPath().addPoly({{30,20}, {50,80}, {70,20}, {20,57}, {80,57}}, false),
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paint);
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canvas->restore();
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}
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// Exercise a case where the intersection is below a bottom edge.
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void test_twist(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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path.moveTo( 0.5, 6);
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path.lineTo(5.8070392608642578125, 6.4612660408020019531);
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path.lineTo(-2.9186885356903076172, 2.811046600341796875);
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path.lineTo(0.49999994039535522461, -1.4124038219451904297);
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canvas->translate(420, 220);
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canvas->scale(10, 10);
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Stairstep with repeated vert (intersection)
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void test_stairstep(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(0, 200);
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path.moveTo(SkIntToScalar(50), SkIntToScalar(50));
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path.lineTo(SkIntToScalar(50), SkIntToScalar(20));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
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path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
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path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
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path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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void test_stairstep2(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(100, 200);
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path.moveTo(20, 60);
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path.lineTo(35, 80);
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path.lineTo(50, 60);
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path.lineTo(65, 80);
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path.lineTo(80, 60);
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Overlapping segments
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void test_overlapping(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(200, 200);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(30));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Two "island" triangles inside a containing rect.
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// This exercises the partnering code in the tessellator.
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void test_partners(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(300, 200);
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path.moveTo(20, 80);
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path.lineTo(80, 80);
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path.lineTo(80, 20);
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path.lineTo(20, 20);
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path.moveTo(30, 30);
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path.lineTo(45, 50);
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path.lineTo(30, 70);
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path.moveTo(70, 30);
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path.lineTo(70, 70);
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path.lineTo(55, 50);
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// A split edge causes one half to be merged to zero winding (destroyed).
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// Test that the other half of the split doesn't also get zero winding.
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void test_winding_merged_to_zero(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(400, 350);
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path.moveTo(20, 80);
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path.moveTo(70, -0.000001f);
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path.lineTo(70, 0.0);
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path.lineTo(60, -30.0);
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path.lineTo(40, 20.0);
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path.moveTo(50, 50.0);
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path.lineTo(50, -50.0);
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path.lineTo(10, 50.0);
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Monotone test 1 (point in the middle)
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void test_monotone_1(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(0, 300);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
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path.quadTo(SkIntToScalar(20), SkIntToScalar(50),
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SkIntToScalar(80), SkIntToScalar(50));
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path.quadTo(SkIntToScalar(20), SkIntToScalar(50),
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SkIntToScalar(20), SkIntToScalar(80));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Monotone test 2 (point at the top)
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void test_monotone_2(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(100, 300);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(30));
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path.quadTo(SkIntToScalar(20), SkIntToScalar(20),
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SkIntToScalar(20), SkIntToScalar(80));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Monotone test 3 (point at the bottom)
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void test_monotone_3(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(200, 300);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(70));
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path.quadTo(SkIntToScalar(20), SkIntToScalar(80),
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SkIntToScalar(20), SkIntToScalar(20));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Monotone test 4 (merging of two monotones)
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void test_monotone_4(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(300, 300);
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path.moveTo(80, 25);
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path.lineTo(50, 39);
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path.lineTo(20, 25);
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path.lineTo(40, 45);
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path.lineTo(70, 50);
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path.lineTo(80, 80);
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Monotone test 5 (aborted merging of two monotones)
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void test_monotone_5(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(0, 400);
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path.moveTo(50, 20);
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path.lineTo(80, 80);
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path.lineTo(50, 50);
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path.lineTo(20, 80);
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Degenerate intersection test
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void test_degenerate(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(100, 400);
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path.moveTo(50, 20);
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path.lineTo(70, 30);
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path.lineTo(20, 50);
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path.moveTo(50, 20);
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path.lineTo(80, 80);
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path.lineTo(50, 80);
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Two triangles with a coincident edge.
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void test_coincident_edge(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(200, 400);
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path.moveTo(80, 20);
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path.lineTo(80, 80);
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path.lineTo(20, 80);
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path.moveTo(20, 20);
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path.lineTo(80, 80);
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path.lineTo(20, 80);
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Bowtie with a coincident triangle (one triangle vertex coincident with the
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// bowtie's intersection).
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void test_bowtie_coincident_triangle(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(300, 400);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
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path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
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path.moveTo(SkIntToScalar(50), SkIntToScalar(50));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Collinear outer boundary edges. In the edge-AA codepath, this creates an overlap region
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// which contains a boundary edge. It can't be removed, but it must have the correct winding.
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void test_collinear_outer_boundary_edge(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(400, 400);
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path.moveTo(20, 20);
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path.lineTo(20, 50);
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path.lineTo(50, 50);
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path.moveTo(80, 50);
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path.lineTo(50, 50);
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path.lineTo(80, 20);
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Coincident edges (big ones first, coincident vert on top).
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void test_coincident_edges_1(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(0, 500);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
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path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
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path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
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path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
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path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Coincident edges (small ones first, coincident vert on top).
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void test_coincident_edges_2(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(100, 500);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
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path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
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path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
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path.moveTo(SkIntToScalar(20), SkIntToScalar(20));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(80));
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path.lineTo(SkIntToScalar(20), SkIntToScalar(80));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Coincident edges (small ones first, coincident vert on bottom).
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void test_coincident_edges_3(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(200, 500);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
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path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
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path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
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path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
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path.lineTo(SkIntToScalar(20), SkIntToScalar(20));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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// Coincident edges (big ones first, coincident vert on bottom).
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void test_coincident_edges_4(SkCanvas* canvas, const SkPaint& paint) {
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SkPath path;
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canvas->save();
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canvas->translate(300, 500);
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path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
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path.lineTo(SkIntToScalar(20), SkIntToScalar(20));
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path.lineTo(SkIntToScalar(80), SkIntToScalar(20));
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path.moveTo(SkIntToScalar(20), SkIntToScalar(80));
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path.lineTo(SkIntToScalar(20), SkIntToScalar(50));
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path.lineTo(SkIntToScalar(50), SkIntToScalar(50));
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canvas->drawPath(path, paint);
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canvas->restore();
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}
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};
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DEF_SIMPLE_GM(concavepaths, canvas, 500, 600) {
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SkPaint paint;
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paint.setAntiAlias(true);
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paint.setStyle(SkPaint::kFill_Style);
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test_concave(canvas, paint);
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test_reverse_concave(canvas, paint);
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test_bowtie(canvas, paint);
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test_fake_bowtie(canvas, paint);
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test_intruding_vertex(canvas, paint);
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test_fish(canvas, paint);
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test_fast_forward(canvas, paint);
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test_hole(canvas, paint);
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test_star(canvas, paint);
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test_twist(canvas, paint);
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test_inversion_repeat_vertex(canvas, paint);
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test_stairstep(canvas, paint);
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test_stairstep2(canvas, paint);
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test_overlapping(canvas, paint);
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test_partners(canvas, paint);
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test_winding_merged_to_zero(canvas, paint);
|
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test_monotone_1(canvas, paint);
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test_monotone_2(canvas, paint);
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test_monotone_3(canvas, paint);
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test_monotone_4(canvas, paint);
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test_monotone_5(canvas, paint);
|
|
test_degenerate(canvas, paint);
|
|
test_coincident_edge(canvas, paint);
|
|
test_bowtie_coincident_triangle(canvas, paint);
|
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test_collinear_outer_boundary_edge(canvas, paint);
|
|
test_coincident_edges_1(canvas, paint);
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|
test_coincident_edges_2(canvas, paint);
|
|
test_coincident_edges_3(canvas, paint);
|
|
test_coincident_edges_4(canvas, paint);
|
|
}
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