SkFDot6 x0, y0, x1, y1;
{
+#ifdef SK_RASTERIZE_EVEN_ROUNDING
+ x0 = SkScalarRoundToFDot6(p0.fX, shift);
+ y0 = SkScalarRoundToFDot6(p0.fY, shift);
+ x1 = SkScalarRoundToFDot6(p1.fX, shift);
+ y1 = SkScalarRoundToFDot6(p1.fY, shift);
+#else
float scale = float(1 << (shift + 6));
x0 = int(p0.fX * scale);
y0 = int(p0.fY * scale);
x1 = int(p1.fX * scale);
y1 = int(p1.fY * scale);
+#endif
}
int winding = 1;