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author | Brian Salomon <bsalomon@google.com> | 2017-12-01 20:53:00 +0000 |
---|---|---|
committer | Skia Commit-Bot <skia-commit-bot@chromium.org> | 2017-12-01 20:53:10 +0000 |
commit | ec727c981dd7ed83e98c7713c2828c6ab144937b (patch) | |
tree | 3569abf05c222405def8fd3af845d3785a006027 /src/gpu/effects/GrCircleEffect.cpp | |
parent | afca4d6bc00a16e80b93f20742db9391bf65f508 (diff) |
Revert "Fix rendering of drrects with small circular inner rrects."
This reverts commit 096074af2c6fcbf622f0a42b2f7c56d0c66fbd80.
Reason for revert: failing processor validation test
Original change's description:
> Fix rendering of drrects with small circular inner rrects.
>
> Previously when the inner rrect was a circle with a radius of 1 we would
> cause a inf * 0 in the shader which would lead to the shape not rendering.
>
> This change also makes concentric circle drrects draw as stroked circles.
>
> bug: chromium:789262
>
> Change-Id: I6efbe3fdde25d6c4e031c7412d83df009afe014a
> Reviewed-on: https://skia-review.googlesource.com/79141
> Commit-Queue: Brian Salomon <bsalomon@google.com>
> Reviewed-by: Robert Phillips <robertphillips@google.com>
TBR=bsalomon@google.com,robertphillips@google.com
Change-Id: Ie9b9c81380c0f98a6fc6c6dc350ec56402c4ff2b
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Reviewed-on: https://skia-review.googlesource.com/79264
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
Diffstat (limited to 'src/gpu/effects/GrCircleEffect.cpp')
-rw-r--r-- | src/gpu/effects/GrCircleEffect.cpp | 3 |
1 files changed, 0 insertions, 3 deletions
diff --git a/src/gpu/effects/GrCircleEffect.cpp b/src/gpu/effects/GrCircleEffect.cpp index 2198cc304f..3bd2138e94 100644 --- a/src/gpu/effects/GrCircleEffect.cpp +++ b/src/gpu/effects/GrCircleEffect.cpp @@ -66,9 +66,6 @@ private: SkScalar effectiveRadius = radius; if (GrProcessorEdgeTypeIsInverseFill((GrClipEdgeType)edgeType)) { effectiveRadius -= 0.5f; - // When the radius is 0.5 effectiveRadius is 0 which causes an inf * 0 in the - // shader. - effectiveRadius = SkTMax(0.001f, effectiveRadius); } else { effectiveRadius += 0.5f; } |