Index: src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
diff --git a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
index f17e741169859adac2a4ba0e7d282cd20a8846f1..f7f38a983e2b0696c74f0ce1ff9c8472c52c3bdd 100644 |
--- a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
+++ b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
@@ -47,13 +47,15 @@ void GrGLVertexBuilder::transformToNormalizedDeviceSpace(const GrShaderVar& posV |
// Transform from Skia's device coords to GL's normalized device coords. Note that |
// because we want to "nudge" the device space positions we are converting to |
// non-homogeneous NDC. |
+ // The "0.003" nudge serves to match the raster path's rounding for bw draws. |
+ // For aa draws we just assume the impact will be minimal - so we always perform the nudge. |
if (kVec3f_GrSLType == posVar.getType()) { |
- this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy)/%s.z, dot(%s.yz, %s.zw)/%s.z, 0, 1);", |
- posVar.c_str(), fRtAdjustName, posVar.c_str(), |
- posVar.c_str(), fRtAdjustName, posVar.c_str()); |
+ this->codeAppendf("gl_Position = vec4((dot(%s.xz, %s.xy)/%s.z) + 0.003 * %s.x, (dot(%s.yz, %s.zw)/%s.z) + 0.003 * %s.z, 0, 1);", |
+ posVar.c_str(), fRtAdjustName, posVar.c_str(), fRtAdjustName, |
+ posVar.c_str(), fRtAdjustName, posVar.c_str(), fRtAdjustName); |
} else { |
SkASSERT(kVec2f_GrSLType == posVar.getType()); |
- this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z + %s.w, 0, 1);", |
+ this->codeAppendf("gl_Position = vec4((%s.x + 0.003) * %s.x + %s.y, (%s.y + 0.003) * %s.z + %s.w, 0, 1);", |
posVar.c_str(), fRtAdjustName, fRtAdjustName, |
posVar.c_str(), fRtAdjustName, fRtAdjustName); |
} |