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Searched refs:nextV (Results 1 – 6 of 6) sorted by relevance

/external/skqp/gm/
Dwacky_yuv_formats.cpp123 SkVector nextV; in create_splat() local
125 nextV = outerStep.mapVector(curV.fX, curV.fY); in create_splat()
129 SkPoint nextTop = SkPoint::Make(o.fX + outerRadius * nextV.fX, in create_splat()
130 o.fY + outerRadius * nextV.fY); in create_splat()
133 add_arc(&p, top, curV, nextTop, nextV, circles, true); in create_splat()
135 nextV = innerStep.mapVector(curV.fX, curV.fY); in create_splat()
139 SkPoint nextBot = SkPoint::Make(o.fX + innerRadius * nextV.fX, in create_splat()
140 o.fY + innerRadius * nextV.fY); in create_splat()
143 add_arc(&p, bot, curV, nextBot, nextV, nullptr, false); in create_splat()
146 curV = nextV; in create_splat()
/external/skia/gm/
Dwacky_yuv_formats.cpp292 SkVector nextV; in create_splat() local
294 nextV = outerStep.mapVector(curV.fX, curV.fY); in create_splat()
298 SkPoint nextTop = SkPoint::Make(o.fX + outerRadius * nextV.fX, in create_splat()
299 o.fY + outerRadius * nextV.fY); in create_splat()
302 add_arc(&p, top, curV, nextTop, nextV, circles, true); in create_splat()
304 nextV = innerStep.mapVector(curV.fX, curV.fY); in create_splat()
308 SkPoint nextBot = SkPoint::Make(o.fX + innerRadius * nextV.fX, in create_splat()
309 o.fY + innerRadius * nextV.fY); in create_splat()
312 add_arc(&p, bot, curV, nextBot, nextV, nullptr, false); in create_splat()
315 curV = nextV; in create_splat()
/external/skia/src/gpu/
DGrTriangulator.cpp889 Vertex* nextV = prevV ? prevV->fNext : mesh->fHead; in makeSortedVertex() local
890 while (nextV && c.sweep_lt(nextV->fPoint, p)) { in makeSortedVertex()
891 prevV = nextV; in makeSortedVertex()
892 nextV = nextV->fNext; in makeSortedVertex()
897 } else if (nextV && coincident(nextV->fPoint, p)) { in makeSortedVertex()
898 v = nextV; in makeSortedVertex()
904 } else if (!nextV) { in makeSortedVertex()
907 v->fID = (prevV->fID + nextV->fID) * 0.5f; in makeSortedVertex()
910 mesh->insert(v, prevV, nextV); in makeSortedVertex()
DGrAATriangulator.cpp444 Vertex* nextV = e->fWinding > 0 ? e->fBottom : e->fTop; in strokeBoundary() local
467 Line nextTangent(nextV->fPoint, in strokeBoundary()
468 nextV->fPoint + SkVector::Make(outer.fA, outer.fB)); in strokeBoundary()
484 Line nextTangent(nextV->fPoint, in strokeBoundary()
485 nextV->fPoint + SkVector::Make(inner.fA, inner.fB)); in strokeBoundary()
/external/skqp/src/gpu/
DGrTessellator.cpp1175 Vertex* nextV = prevV ? prevV->fNext : mesh->fHead; in create_sorted_vertex() local
1176 while (nextV && c.sweep_lt(nextV->fPoint, p)) { in create_sorted_vertex()
1177 prevV = nextV; in create_sorted_vertex()
1178 nextV = nextV->fNext; in create_sorted_vertex()
1183 } else if (nextV && coincident(nextV->fPoint, p)) { in create_sorted_vertex()
1184 v = nextV; in create_sorted_vertex()
1190 } else if (!nextV) { in create_sorted_vertex()
1193 v->fID = (prevV->fID + nextV->fID) * 0.5f; in create_sorted_vertex()
1196 mesh->insert(v, prevV, nextV); in create_sorted_vertex()
1901 Vertex* nextV = e->fWinding > 0 ? e->fBottom : e->fTop; in stroke_boundary() local
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/external/skqp/samplecode/
DSampleAAGeometry.cpp1042 SkVector nextV = vector; in draw_bisect() local
1047 nextV.setLength(lastLen); in draw_bisect()
1050 SkVector bisect = { (lastV.fX + nextV.fX) / 2, (lastV.fY + nextV.fY) / 2 }; in draw_bisect()
1059 nextV.setLength(fWidthControl.fValLo); in draw_bisect()
1061 canvas->drawLine(pt, {pt.fX + nextV.fY, pt.fY - nextV.fX}, fSkeletonPaint); in draw_bisect()
1067 SkScalar endAngle = SkScalarATan2(-nextV.fX, nextV.fY) * 180.f / SK_ScalarPI; in draw_bisect()