Remove isIRect "optimization" & defer computation of device Rect in AA rect rendering
https://chromiumcodereview.appspot.com/14890021/
git-svn-id: http://skia.googlecode.com/svn/trunk@9087 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/GrContext.cpp b/src/gpu/GrContext.cpp
index bde3320..679771e 100644
--- a/src/gpu/GrContext.cpp
+++ b/src/gpu/GrContext.cpp
@@ -680,20 +680,10 @@
verts[9] = verts[1];
}
-/**
- * Returns true if the rects edges are integer-aligned.
- */
-static bool isIRect(const GrRect& r) {
- return SkScalarIsInt(r.fLeft) && SkScalarIsInt(r.fTop) &&
- SkScalarIsInt(r.fRight) && SkScalarIsInt(r.fBottom);
-}
-
static bool apply_aa_to_rect(GrDrawTarget* target,
- const GrRect& rect,
SkScalar strokeWidth,
const SkMatrix* matrix,
SkMatrix* combinedMatrix,
- GrRect* devRect,
bool* useVertexCoverage) {
// we use a simple coverage ramp to do aa on axis-aligned rects
// we check if the rect will be axis-aligned, and the rect won't land on
@@ -763,17 +753,7 @@
#endif
}
- combinedMatrix->mapRect(devRect, rect);
-
- if (strokeWidth < 0
-#if defined(SHADER_AA_FILL_RECT) || !defined(IGNORE_ROT_AA_RECT_OPT)
- && drawState.getViewMatrix().preservesAxisAlignment()
-#endif
- ) {
- return !isIRect(*devRect);
- } else {
- return true;
- }
+ return true;
}
void GrContext::drawRect(const GrPaint& paint,
@@ -785,13 +765,12 @@
GrDrawTarget* target = this->prepareToDraw(&paint, BUFFERED_DRAW);
GrDrawState::AutoStageDisable atr(fDrawState);
- GrRect devRect;
SkMatrix combinedMatrix;
bool useVertexCoverage;
bool needAA = paint.isAntiAlias() &&
!this->getRenderTarget()->isMultisampled();
- bool doAA = needAA && apply_aa_to_rect(target, rect, width, matrix,
- &combinedMatrix, &devRect,
+ bool doAA = needAA && apply_aa_to_rect(target, width, matrix,
+ &combinedMatrix,
&useVertexCoverage);
if (doAA) {
GrDrawState::AutoDeviceCoordDraw adcd(target->drawState());
@@ -807,12 +786,13 @@
} else {
strokeSize.set(SK_Scalar1, SK_Scalar1);
}
- fAARectRenderer->strokeAARect(this->getGpu(), target, devRect,
+ fAARectRenderer->strokeAARect(this->getGpu(), target,
+ rect, combinedMatrix,
strokeSize, useVertexCoverage);
} else {
// filled AA rect
fAARectRenderer->fillAARect(this->getGpu(), target,
- rect, combinedMatrix, devRect,
+ rect, combinedMatrix,
useVertexCoverage);
}
return;