Lines Matching refs:radii
14 in float2 radii;
27 SkPoint radii, const GrShaderCaps& caps) {
28 // Small radii produce bad results on devices without full float.
29 if (!caps.floatIs32Bits() && (radii.fX < 0.5f || radii.fY < 0.5f)) {
33 if (!caps.floatIs32Bits() && (radii.fX > 255*radii.fY || radii.fY > 255*radii.fX)) {
37 if (!caps.floatIs32Bits() && (radii.fX > 16384 || radii.fY > 16384)) {
40 return std::unique_ptr<GrFragmentProcessor>(new GrEllipseEffect(edgeType, center, radii));
47 if (radii != prevRadii || center != prevCenter) {
51 // radius as the scale factor. The inv radii need to be pre-adjusted by the scale
54 if (radii.fX > radii.fY) {
56 invRYSqd = (radii.fX * radii.fX) / (radii.fY * radii.fY);
57 pdman.set2f(scale, radii.fX, 1.f / radii.fX);
59 invRXSqd = (radii.fY * radii.fY) / (radii.fX * radii.fX);
61 pdman.set2f(scale, radii.fY, 1.f / radii.fY);
64 invRXSqd = 1.f / (radii.fX * radii.fX);
65 invRYSqd = 1.f / (radii.fY * radii.fY);
69 prevRadii = radii;
78 …// be scale, 1/scale. The inverse squared radii uniform values are already in this normalized spac…