| 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);
|
| }
|
|
|