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

Issue 2023693002: Handle stroked single line special case in Ganesh (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Fix bugs Created 4 years, 6 months ago
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1 /* 1 /*
2 * Copyright 2008 The Android Open Source Project 2 * Copyright 2008 The Android Open Source Project
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 8
9 #include "SkMathPriv.h" 9 #include "SkMathPriv.h"
10 #include "SkPoint.h" 10 #include "SkPoint.h"
(...skipping 70 matching lines...) Expand 10 before | Expand all | Expand 10 after
81 static inline float getLengthSquared(float dx, float dy) { 81 static inline float getLengthSquared(float dx, float dy) {
82 return dx * dx + dy * dy; 82 return dx * dx + dy * dy;
83 } 83 }
84 84
85 // Calculates the square of the Euclidian distance to (dx,dy) and stores it in 85 // Calculates the square of the Euclidian distance to (dx,dy) and stores it in
86 // *lengthSquared. Returns true if the distance is judged to be "nearly zero". 86 // *lengthSquared. Returns true if the distance is judged to be "nearly zero".
87 // 87 //
88 // This logic is encapsulated in a helper method to make it explicit that we 88 // This logic is encapsulated in a helper method to make it explicit that we
89 // always perform this check in the same manner, to avoid inconsistencies 89 // always perform this check in the same manner, to avoid inconsistencies
90 // (see http://code.google.com/p/skia/issues/detail?id=560 ). 90 // (see http://code.google.com/p/skia/issues/detail?id=560 ).
91 static inline bool isLengthNearlyZero(float dx, float dy, 91 static inline bool is_length_nearly_zero(float dx, float dy,
92 float *lengthSquared) { 92 float *lengthSquared) {
93 *lengthSquared = getLengthSquared(dx, dy); 93 *lengthSquared = getLengthSquared(dx, dy);
94 return *lengthSquared <= (SK_ScalarNearlyZero * SK_ScalarNearlyZero); 94 return *lengthSquared <= (SK_ScalarNearlyZero * SK_ScalarNearlyZero);
95 } 95 }
96 96
97 SkScalar SkPoint::Normalize(SkPoint* pt) { 97 SkScalar SkPoint::Normalize(SkPoint* pt) {
98 float x = pt->fX; 98 float x = pt->fX;
99 float y = pt->fY; 99 float y = pt->fY;
100 float mag2; 100 float mag2;
101 if (isLengthNearlyZero(x, y, &mag2)) { 101 if (is_length_nearly_zero(x, y, &mag2)) {
102 pt->set(0, 0); 102 pt->set(0, 0);
103 return 0; 103 return 0;
104 } 104 }
105 105
106 float mag, scale; 106 float mag, scale;
107 if (SkScalarIsFinite(mag2)) { 107 if (SkScalarIsFinite(mag2)) {
108 mag = sk_float_sqrt(mag2); 108 mag = sk_float_sqrt(mag2);
109 scale = 1 / mag; 109 scale = 1 / mag;
110 } else { 110 } else {
111 // our mag2 step overflowed to infinity, so use doubles instead. 111 // our mag2 step overflowed to infinity, so use doubles instead.
(...skipping 27 matching lines...) Expand all
139 /* 139 /*
140 * We have to worry about 2 tricky conditions: 140 * We have to worry about 2 tricky conditions:
141 * 1. underflow of mag2 (compared against nearlyzero^2) 141 * 1. underflow of mag2 (compared against nearlyzero^2)
142 * 2. overflow of mag2 (compared w/ isfinite) 142 * 2. overflow of mag2 (compared w/ isfinite)
143 * 143 *
144 * If we underflow, we return false. If we overflow, we compute again using 144 * If we underflow, we return false. If we overflow, we compute again using
145 * doubles, which is much slower (3x in a desktop test) but will not overflow. 145 * doubles, which is much slower (3x in a desktop test) but will not overflow.
146 */ 146 */
147 bool SkPoint::setLength(float x, float y, float length) { 147 bool SkPoint::setLength(float x, float y, float length) {
148 float mag2; 148 float mag2;
149 if (isLengthNearlyZero(x, y, &mag2)) { 149 if (is_length_nearly_zero(x, y, &mag2)) {
150 this->set(0, 0); 150 this->set(0, 0);
151 return false; 151 return false;
152 } 152 }
153 153
154 float scale; 154 float scale;
155 if (SkScalarIsFinite(mag2)) { 155 if (SkScalarIsFinite(mag2)) {
156 scale = length / sk_float_sqrt(mag2); 156 scale = length / sk_float_sqrt(mag2);
157 } else { 157 } else {
158 // our mag2 step overflowed to infinity, so use doubles instead. 158 // our mag2 step overflowed to infinity, so use doubles instead.
159 // much slower, but needed when x or y are very large, other wise we 159 // much slower, but needed when x or y are very large, other wise we
(...skipping 16 matching lines...) Expand all
176 fY = y * scale; 176 fY = y * scale;
177 return true; 177 return true;
178 } 178 }
179 179
180 bool SkPoint::setLengthFast(float length) { 180 bool SkPoint::setLengthFast(float length) {
181 return this->setLengthFast(fX, fY, length); 181 return this->setLengthFast(fX, fY, length);
182 } 182 }
183 183
184 bool SkPoint::setLengthFast(float x, float y, float length) { 184 bool SkPoint::setLengthFast(float x, float y, float length) {
185 float mag2; 185 float mag2;
186 if (isLengthNearlyZero(x, y, &mag2)) { 186 if (is_length_nearly_zero(x, y, &mag2)) {
187 this->set(0, 0); 187 this->set(0, 0);
188 return false; 188 return false;
189 } 189 }
190 190
191 float scale; 191 float scale;
192 if (SkScalarIsFinite(mag2)) { 192 if (SkScalarIsFinite(mag2)) {
193 scale = length * sk_float_rsqrt(mag2); // <--- this is the difference 193 scale = length * sk_float_rsqrt(mag2); // <--- this is the difference
194 } else { 194 } else {
195 // our mag2 step overflowed to infinity, so use doubles instead. 195 // our mag2 step overflowed to infinity, so use doubles instead.
196 // much slower, but needed when x or y are very large, other wise we 196 // much slower, but needed when x or y are very large, other wise we
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255 return v.lengthSqd(); 255 return v.lengthSqd();
256 } else if (uDotV > uLengthSqd) { 256 } else if (uDotV > uLengthSqd) {
257 return b.distanceToSqd(*this); 257 return b.distanceToSqd(*this);
258 } else { 258 } else {
259 SkScalar det = u.cross(v); 259 SkScalar det = u.cross(v);
260 SkScalar temp = det / uLengthSqd; 260 SkScalar temp = det / uLengthSqd;
261 temp *= det; 261 temp *= det;
262 return temp; 262 return temp;
263 } 263 }
264 } 264 }
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