| Index: src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
|
| diff --git a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
|
| index ef244a2f65478aa5a6f0c83adc5f923e610ad5d7..23fee850f5a3e4fda11937c00ce5ce9279b29d22 100644
|
| --- a/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
|
| +++ b/src/effects/gradients/SkTwoPointConicalGradient_gpu.cpp
|
| @@ -16,7 +16,6 @@
|
| typedef GrGLUniformManager::UniformHandle UniformHandle;
|
|
|
| static const SkScalar kErrorTol = 0.00001f;
|
| -static const SkScalar kEdgeErrorTol = 5.f * kErrorTol;
|
|
|
| /**
|
| * We have three general cases for 2pt conical gradients. First we always assume that
|
| @@ -97,8 +96,7 @@
|
| fRadius0(shader.getStartRadius()),
|
| fDiffRadius(shader.getDiffRadius()){
|
| // We should only be calling this shader if we are degenerate case with touching circles
|
| - SkASSERT(SkScalarAbs(SkScalarAbs(fDiffRadius) - SkScalarAbs(fCenterX1)) <
|
| - fRadius0 * kEdgeErrorTol);
|
| + SkASSERT(SkScalarAbs(fDiffRadius) - SkScalarAbs(fCenterX1) < kErrorTol) ;
|
|
|
| // We pass the linear part of the quadratic as a varying.
|
| // float b = -2.0 * (fCenterX1 * x + fRadius0 * fDiffRadius * z)
|
| @@ -330,9 +328,9 @@
|
|
|
| // If the focal point is touching the edge of the circle it will
|
| // cause a degenerate case that must be handled separately
|
| - // kEdgeErrorTol = 5 * kErrorTol was picked after manual testing the
|
| - // stability trade off versus the linear approx used in the Edge Shader
|
| - if (SkScalarAbs(1.f - (*focalX)) < kEdgeErrorTol) {
|
| + // 5 * kErrorTol was picked after manual testing the stability trade off
|
| + // versus the linear approx used in the Edge Shader
|
| + if (SkScalarAbs(1.f - (*focalX)) < 5 * kErrorTol) {
|
| return kEdge_ConicalType;
|
| }
|
|
|
| @@ -773,10 +771,9 @@
|
|
|
| // Check to see if start circle is inside end circle with edges touching.
|
| // If touching we return that it is of kEdge_ConicalType, and leave the matrix setting
|
| - // to the edge shader. kEdgeErrorTol = 5 * kErrorTol was picked after manual testing
|
| - // so that C = 1 / A is stable, and the linear approximation used in the Edge shader is
|
| - // still accurate.
|
| - if (SkScalarAbs(A) < kEdgeErrorTol) {
|
| + // to the edge shader. 5 * kErrorTol was picked after manual testing so that C = 1 / A
|
| + // is stable, and the linear approximation used in the Edge shader is still accurate.
|
| + if (SkScalarAbs(A) < 5 * kErrorTol) {
|
| return kEdge_ConicalType;
|
| }
|
|
|
|
|