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Side by Side Diff: trunk/src/core/SkPoint.cpp

Issue 14838006: change setLength and Normalize to handle when mag2 overflows a float, but the (Closed) Base URL: http://skia.googlecode.com/svn/
Patch Set: Created 7 years, 7 months ago
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1 1
2 /* 2 /*
3 * Copyright 2008 The Android Open Source Project 3 * Copyright 2008 The Android Open Source Project
4 * 4 *
5 * Use of this source code is governed by a BSD-style license that can be 5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file. 6 * found in the LICENSE file.
7 */ 7 */
8 8
9 9
10 #include "SkPoint.h" 10 #include "SkPoint.h"
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100 // This logic is encapsulated in a helper method to make it explicit that we 100 // This logic is encapsulated in a helper method to make it explicit that we
101 // always perform this check in the same manner, to avoid inconsistencies 101 // always perform this check in the same manner, to avoid inconsistencies
102 // (see http://code.google.com/p/skia/issues/detail?id=560 ). 102 // (see http://code.google.com/p/skia/issues/detail?id=560 ).
103 static inline bool isLengthNearlyZero(float dx, float dy, 103 static inline bool isLengthNearlyZero(float dx, float dy,
104 float *lengthSquared) { 104 float *lengthSquared) {
105 *lengthSquared = getLengthSquared(dx, dy); 105 *lengthSquared = getLengthSquared(dx, dy);
106 return *lengthSquared <= (SK_ScalarNearlyZero * SK_ScalarNearlyZero); 106 return *lengthSquared <= (SK_ScalarNearlyZero * SK_ScalarNearlyZero);
107 } 107 }
108 108
109 SkScalar SkPoint::Normalize(SkPoint* pt) { 109 SkScalar SkPoint::Normalize(SkPoint* pt) {
110 float x = pt->fX;
111 float y = pt->fY;
110 float mag2; 112 float mag2;
111 if (!isLengthNearlyZero(pt->fX, pt->fY, &mag2)) { 113 if (isLengthNearlyZero(x, y, &mag2)) {
112 float mag = sk_float_sqrt(mag2); 114 return false;
caryclark 2013/05/03 15:41:51 return 0?
113 float scale = 1.0f / mag;
114 pt->fX = pt->fX * scale;
115 pt->fY = pt->fY * scale;
116 return mag;
117 } 115 }
118 return 0; 116
117 float mag, scale;
118 if (SkScalarIsFinite(mag2)) {
119 mag = sk_float_sqrt(mag2);
120 scale = 1 / mag;
121 } else {
122 // our mag2 step overflowed to infinity, so use doubles instead.
123 // much slower, but needed when x or y are very large, other wise we
124 // divide by inf. and return (0,0) vector.
125 double xx = x;
126 double yy = y;
127 double magmag = sqrt(xx * xx + yy * yy);
128 mag = (float)magmag;
129 // we perform the divide with the double magmag, to stay exactly the
130 // same as setLength. It would be faster to perform the divide with
131 // mag, but it is possible that mag has overflowed to inf. but still
132 // have a non-zero value for scale (thanks to denormalized numbers).
133 scale = (float)(1 / magmag);
134 }
135 pt->set(x * scale, y * scale);
136 return mag;
119 } 137 }
120 138
121 SkScalar SkPoint::Length(SkScalar dx, SkScalar dy) { 139 SkScalar SkPoint::Length(SkScalar dx, SkScalar dy) {
122 return sk_float_sqrt(getLengthSquared(dx, dy)); 140 float mag2 = dx * dx + dy * dy;
141 if (SkScalarIsFinite(mag2)) {
142 return sk_float_sqrt(mag2);
143 } else {
caryclark 2013/05/03 15:41:51 don't need else?
144 double xx = dx;
145 double yy = dy;
146 return (float)sqrt(xx * xx + yy * yy);
147 }
123 } 148 }
124 149
150 /*
151 * We have to worry about 2 tricky conditions:
152 * 1. underflow of mag2 (compared against nearlyzero^2)
153 * 2. overflow of mag2 (compared w/ isfinite)
154 *
155 * If we underflow, we return false. If we overflow, we compute again using
156 * doubles, which is much slower (3x in a desktop test) but will not overflow.
157 */
125 bool SkPoint::setLength(float x, float y, float length) { 158 bool SkPoint::setLength(float x, float y, float length) {
126 float mag2; 159 float mag2;
127 if (!isLengthNearlyZero(x, y, &mag2)) { 160 if (isLengthNearlyZero(x, y, &mag2)) {
128 float scale = length / sk_float_sqrt(mag2); 161 return false;
129 fX = x * scale;
130 fY = y * scale;
131 return true;
132 } 162 }
133 return false; 163
164 float scale;
165 if (SkScalarIsFinite(mag2)) {
166 scale = length / sk_float_sqrt(mag2);
167 } else {
168 // our mag2 step overflowed to infinity, so use doubles instead.
169 // much slower, but needed when x or y are very large, other wise we
170 // divide by inf. and return (0,0) vector.
171 double xx = x;
172 double yy = y;
173 scale = (float)(length / sqrt(xx * xx + yy * yy));
174 }
175 fX = x * scale;
176 fY = y * scale;
177 return true;
134 } 178 }
135 179
136 #else 180 #else
137 181
138 #include "Sk64.h" 182 #include "Sk64.h"
139 183
140 // Returns the square of the Euclidian distance to (dx,dy) in *result. 184 // Returns the square of the Euclidian distance to (dx,dy) in *result.
141 static inline void getLengthSquared(SkScalar dx, SkScalar dy, Sk64 *result) { 185 static inline void getLengthSquared(SkScalar dx, SkScalar dy, Sk64 *result) {
142 Sk64 dySqr; 186 Sk64 dySqr;
143 187
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464 508
465 if (uDotV <= 0) { 509 if (uDotV <= 0) {
466 return v.lengthSqd(); 510 return v.lengthSqd();
467 } else if (uDotV > uLengthSqd) { 511 } else if (uDotV > uLengthSqd) {
468 return b.distanceToSqd(*this); 512 return b.distanceToSqd(*this);
469 } else { 513 } else {
470 SkScalar det = u.cross(v); 514 SkScalar det = u.cross(v);
471 return SkScalarMulDiv(det, det, uLengthSqd); 515 return SkScalarMulDiv(det, det, uLengthSqd);
472 } 516 }
473 } 517 }
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