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
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)
// 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;
}
// 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;
}