Lines Matching full:radius
10 in half radius;
14 // The circle uniform is (center.x, center.y, radius + 0.5, 1 / (radius + 0.5)) for regular
15 // fills and (..., radius - 0.5, 1 / (radius - 0.5)) for inverse fills.
20 float radius) {
21 // A radius below half causes the implicit insetting done by this processor to become
23 if (radius < .5f && GrProcessorEdgeTypeIsInverseFill(edgeType)) {
26 return std::unique_ptr<GrFragmentProcessor>(new GrCircleEffect(edgeType, center, radius));
33 if (radius != prevRadius || center != prevCenter) {
34 SkScalar effectiveRadius = radius;
37 // When the radius is 0.5 effectiveRadius is 0 which causes an inf * 0 in the shader.
45 prevRadius = radius;
51 // radius and then denormalized. This is to prevent overflow on devices that have a "real"
75 SkScalar radius = testData->fRandom->nextRangeF(1.f, 1000.f);
80 return GrCircleEffect::Make(et, center, radius);