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Unified Diff: src/gpu/batches/GrPLSPathRenderer.h

Issue 1842753002: Style bikeshed - remove extraneous whitespace (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 4 years, 9 months ago
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Index: src/gpu/batches/GrPLSPathRenderer.h
diff --git a/src/gpu/batches/GrPLSPathRenderer.h b/src/gpu/batches/GrPLSPathRenderer.h
index d701f62a91146b1f23b33e820849402a2321f00f..39f21ba68c1b0c95bb3b1dba7f0d0f92f95ba328 100644
--- a/src/gpu/batches/GrPLSPathRenderer.h
+++ b/src/gpu/batches/GrPLSPathRenderer.h
@@ -1,4 +1,3 @@
-
/*
* Copyright 2012 Google Inc.
*
@@ -13,26 +12,26 @@
/*
* Renders arbitrary antialiased paths using pixel local storage as a scratch buffer. The overall
- * technique is very similar to the approach presented in "Resolution independent rendering of
+ * technique is very similar to the approach presented in "Resolution independent rendering of
* deformable vector objects using graphics hardware" by Kokojima et al.
* We first render the straight-line portions of the path (essentially pretending as if all segments
- * were kLine_Verb) as a triangle fan, using a fragment shader which updates the winding counts
- * appropriately. We then render the curved portions of the path using a Loop-Blinn shader which
+ * were kLine_Verb) as a triangle fan, using a fragment shader which updates the winding counts
+ * appropriately. We then render the curved portions of the path using a Loop-Blinn shader which
* calculates which portion of the triangle is covered by the quad (conics and cubics are split down
- * to quads). Where we diverge from Kokojima is that, instead of rendering into the stencil buffer
+ * to quads). Where we diverge from Kokojima is that, instead of rendering into the stencil buffer
* and using built-in MSAA to handle straight-line antialiasing, we use the pixel local storage area
- * and calculate the MSAA ourselves in the fragment shader. Essentially, we manually evaluate the
+ * and calculate the MSAA ourselves in the fragment shader. Essentially, we manually evaluate the
* coverage of each pixel four times, storing four winding counts into the pixel local storage area,
* and compute the final coverage based on those winding counts.
*
- * Our approach is complicated by the need to perform antialiasing on straight edges as well,
- * without relying on hardware MSAA. We instead bloat the triangles to ensure complete coverage,
- * pass the original (un-bloated) vertices in to the fragment shader, and then have the fragment
- * shader use these vertices to evaluate whether a given sample is located within the triangle or
+ * Our approach is complicated by the need to perform antialiasing on straight edges as well,
+ * without relying on hardware MSAA. We instead bloat the triangles to ensure complete coverage,
+ * pass the original (un-bloated) vertices in to the fragment shader, and then have the fragment
+ * shader use these vertices to evaluate whether a given sample is located within the triangle or
* not. This gives us MSAA4 edges on triangles which line up nicely with no seams. We similarly face
- * problems on the back (flat) edges of quads, where we have to ensure that the back edge is
- * antialiased in the same way. Similar to the triangle case, we pass in the two (unbloated)
+ * problems on the back (flat) edges of quads, where we have to ensure that the back edge is
+ * antialiased in the same way. Similar to the triangle case, we pass in the two (unbloated)
* vertices defining the back edge of the quad and the fragment shader uses these vertex coordinates
* to discard samples falling on the other side of the quad's back edge.
*/
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