| Index: src/gpu/GrPathUtils.cpp
|
| diff --git a/src/gpu/GrPathUtils.cpp b/src/gpu/GrPathUtils.cpp
|
| index 81348ec239995a5a5645a1f553d8e1930b2dc869..824360285d70591524114b7001a69b805ec2c829 100644
|
| --- a/src/gpu/GrPathUtils.cpp
|
| +++ b/src/gpu/GrPathUtils.cpp
|
| @@ -187,8 +187,6 @@ int GrPathUtils::worstCasePointCount(const SkPath& path, int* subpaths,
|
| }
|
|
|
| void GrPathUtils::QuadUVMatrix::set(const GrPoint qPts[3]) {
|
| - // can't make this static, no cons :(
|
| - SkMatrix UVpts;
|
| #ifndef SK_SCALAR_IS_FLOAT
|
| GrCrash("Expected scalar is float.");
|
| #endif
|
| @@ -197,18 +195,23 @@ void GrPathUtils::QuadUVMatrix::set(const GrPoint qPts[3]) {
|
| // We know M * control_pts = [0 1/2 1]
|
| // [0 0 1]
|
| // [1 1 1]
|
| + // And control_pts = [x0 x1 x2]
|
| + // [y0 y1 y2]
|
| + // [1 1 1 ]
|
| // We invert the control pt matrix and post concat to both sides to get M.
|
| - UVpts.setAll(0, SK_ScalarHalf, SK_Scalar1,
|
| - 0, 0, SK_Scalar1,
|
| - SkScalarToPersp(SK_Scalar1),
|
| - SkScalarToPersp(SK_Scalar1),
|
| - SkScalarToPersp(SK_Scalar1));
|
| - m.setAll(qPts[0].fX, qPts[1].fX, qPts[2].fX,
|
| - qPts[0].fY, qPts[1].fY, qPts[2].fY,
|
| - SkScalarToPersp(SK_Scalar1),
|
| - SkScalarToPersp(SK_Scalar1),
|
| - SkScalarToPersp(SK_Scalar1));
|
| - if (!m.invert(&m)) {
|
| + // Using the known form of the control point matrix and the result, we can
|
| + // optimize and improve precision.
|
| +
|
| + double x0 = qPts[0].fX;
|
| + double y0 = qPts[0].fY;
|
| + double x1 = qPts[1].fX;
|
| + double y1 = qPts[1].fY;
|
| + double x2 = qPts[2].fX;
|
| + double y2 = qPts[2].fY;
|
| + double det = x0*y1 - y0*x1 + x2*y0 - y2*x0 + x1*y2 - y1*x2;
|
| +
|
| + if (!sk_float_isfinite(det)
|
| + || SkScalarNearlyZero((float)det, SK_ScalarNearlyZero * SK_ScalarNearlyZero)) {
|
| // The quad is degenerate. Hopefully this is rare. Find the pts that are
|
| // farthest apart to compute a line (unless it is really a pt).
|
| SkScalar maxD = qPts[0].distanceToSqd(qPts[1]);
|
| @@ -247,7 +250,35 @@ void GrPathUtils::QuadUVMatrix::set(const GrPoint qPts[3]) {
|
| fM[3] = 0; fM[4] = 0; fM[5] = 100.f;
|
| }
|
| } else {
|
| - m.postConcat(UVpts);
|
| + double scale = 1.0/det;
|
| +
|
| + // compute adjugate matrix
|
| + double a0, a1, a2, a3, a4, a5, a6, a7, a8;
|
| + a0 = y1-y2;
|
| + a1 = x2-x1;
|
| + a2 = x1*y2-x2*y1;
|
| +
|
| + a3 = y2-y0;
|
| + a4 = x0-x2;
|
| + a5 = x2*y0-x0*y2;
|
| +
|
| + a6 = y0-y1;
|
| + a7 = x1-x0;
|
| + a8 = x0*y1-x1*y0;
|
| +
|
| + // this performs the uv_pts*adjugate(control_pts) multiply,
|
| + // then does the scale by 1/det afterwards to improve precision
|
| + m[SkMatrix::kMScaleX] = (float)((0.5*a3 + a6)*scale);
|
| + m[SkMatrix::kMSkewX] = (float)((0.5*a4 + a7)*scale);
|
| + m[SkMatrix::kMTransX] = (float)((0.5*a5 + a8)*scale);
|
| +
|
| + m[SkMatrix::kMSkewY] = (float)(a6*scale);
|
| + m[SkMatrix::kMScaleY] = (float)(a7*scale);
|
| + m[SkMatrix::kMTransY] = (float)(a8*scale);
|
| +
|
| + m[SkMatrix::kMPersp0] = (float)((a0 + a3 + a6)*scale);
|
| + m[SkMatrix::kMPersp1] = (float)((a1 + a4 + a7)*scale);
|
| + m[SkMatrix::kMPersp2] = (float)((a2 + a5 + a8)*scale);
|
|
|
| // The matrix should not have perspective.
|
| SkDEBUGCODE(static const SkScalar gTOL = 1.f / 100.f);
|
|
|