ccpr: Clip quadratic hulls more efficiently
To minimize area, we should clip by the tangent line at maximum
height. Not mid-tangent. This is also easier to find.
Bug: skia:
Change-Id: I5099b62537f72e51e29bbced7998c0e588e287d9
Reviewed-on: https://skia-review.googlesource.com/119740
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: Jim Van Verth <jvanverth@google.com>
diff --git a/src/gpu/ccpr/GrCCCubicShader.cpp b/src/gpu/ccpr/GrCCCubicShader.cpp
index 4c9485e..f8a8352 100644
--- a/src/gpu/ccpr/GrCCCubicShader.cpp
+++ b/src/gpu/ccpr/GrCCCubicShader.cpp
@@ -14,7 +14,7 @@
using Shader = GrCCCoverageProcessor::Shader;
void GrCCCubicShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts,
- const char* wind, const char** /*tighterHull*/) const {
+ const char* wind, const char** /*outHull4*/) const {
// Define a function that normalizes the homogeneous coordinates T=t/s in order to avoid
// exponent overflow.
SkString normalizeHomogCoordFn;