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authorGravatar Brian Salomon <bsalomon@google.com>2017-10-17 09:11:04 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-10-17 17:30:12 +0000
commitfa2d604a7ded95a3ace905519b476129cd0fffcb (patch)
treed885e28a4f54375418d97c76ce668ffbc17cf9c0 /tests/OnFlushCallbackTest.cpp
parent8580d51cd8cb733321978966621056fa38b7be8c (diff)
Make GPU backend triangulate rects such that they are rendered as tri strips rather than tri fans.
Right now when we turn rects into quads we use a vertex order compatible with a tri fan rather than a tri strip. I wanted it to be the case that the same code could be used to generate a non-indexed mesh for a single rect or indexed using the quad index buffer when batching. Triangle fanning is not available in all APIS (e.g. is emulated in ANGLE and not supported in Metal) so it seems better to use a triangle strip over a fan in the single rect case. Change-Id: I31eebd794e7328f4b39e3ec3377bf2ec556360ca Reviewed-on: https://skia-review.googlesource.com/60081 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Robert Phillips <robertphillips@google.com>
Diffstat (limited to 'tests/OnFlushCallbackTest.cpp')
-rw-r--r--tests/OnFlushCallbackTest.cpp7
1 files changed, 4 insertions, 3 deletions
diff --git a/tests/OnFlushCallbackTest.cpp b/tests/OnFlushCallbackTest.cpp
index 370165121d..52bed86e48 100644
--- a/tests/OnFlushCallbackTest.cpp
+++ b/tests/OnFlushCallbackTest.cpp
@@ -128,13 +128,14 @@ private:
indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
- indices[3] = 0;
- indices[4] = 2;
+ indices[3] = 2;
+ indices[4] = 1;
indices[5] = 3;
// Setup positions
SkPoint* position = (SkPoint*) vertices;
- position->setRectFan(fRect.fLeft, fRect.fTop, fRect.fRight, fRect.fBottom, vertexStride);
+ position->setRectTriStrip(fRect.fLeft, fRect.fTop, fRect.fRight, fRect.fBottom,
+ vertexStride);
// Setup vertex colors
GrColor* color = (GrColor*)((intptr_t)vertices + kColorOffset);