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Unified Diff: src/gpu/effects/GrDistanceFieldGeoProc.cpp

Issue 1276383003: fixup precision with configurable atlas (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: add asserts Created 5 years, 4 months ago
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Index: src/gpu/effects/GrDistanceFieldGeoProc.cpp
diff --git a/src/gpu/effects/GrDistanceFieldGeoProc.cpp b/src/gpu/effects/GrDistanceFieldGeoProc.cpp
index 0b97bb2b94980b225dd2ed7186b6cd70d4f1a4e1..d8fbd86cb33052a439e2c53d496c5b0224e60354 100755
--- a/src/gpu/effects/GrDistanceFieldGeoProc.cpp
+++ b/src/gpu/effects/GrDistanceFieldGeoProc.cpp
@@ -80,15 +80,15 @@ public:
// compute numbers to be hardcoded to convert texture coordinates from int to float
SkASSERT(dfTexEffect.numTextures() == 1);
GrTexture* atlas = dfTexEffect.textureAccess(0).getTexture();
- SkASSERT(atlas);
+ SkASSERT(atlas && SkIsPow2(atlas->width()) && SkIsPow2(atlas->height()));
SkScalar recipWidth = 1.0f / atlas->width();
SkScalar recipHeight = 1.0f / atlas->height();
GrGLVertToFrag uv(kVec2f_GrSLType);
args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
vsBuilder->codeAppendf("%s = vec2(%.*f, %.*f) * %s;", uv.vsOut(),
- SK_FLT_DECIMAL_DIG, recipWidth,
- SK_FLT_DECIMAL_DIG, recipHeight,
+ GR_SIGNIFICANT_POW2_DECIMAL_DIG, recipWidth,
+ GR_SIGNIFICANT_POW2_DECIMAL_DIG, recipHeight,
dfTexEffect.inTextureCoords()->fName);
// Use highp to work around aliasing issues
@@ -542,15 +542,15 @@ public:
// compute numbers to be hardcoded to convert texture coordinates from int to float
SkASSERT(dfTexEffect.numTextures() == 1);
GrTexture* atlas = dfTexEffect.textureAccess(0).getTexture();
- SkASSERT(atlas);
+ SkASSERT(atlas && SkIsPow2(atlas->width()) && SkIsPow2(atlas->height()));
SkScalar recipWidth = 1.0f / atlas->width();
SkScalar recipHeight = 1.0f / atlas->height();
GrGLVertToFrag uv(kVec2f_GrSLType);
args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision);
vsBuilder->codeAppendf("%s = vec2(%.*f, %.*f) * %s;", uv.vsOut(),
- SK_FLT_DECIMAL_DIG, recipWidth,
- SK_FLT_DECIMAL_DIG, recipHeight,
+ GR_SIGNIFICANT_POW2_DECIMAL_DIG, recipWidth,
+ GR_SIGNIFICANT_POW2_DECIMAL_DIG, recipHeight,
dfTexEffect.inTextureCoords()->fName);
// add frag shader code
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