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-rw-r--r--src/gpu/GrAAHairLinePathRenderer.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/src/gpu/GrAAHairLinePathRenderer.cpp b/src/gpu/GrAAHairLinePathRenderer.cpp
index 66dbe8c870..701bf3a08d 100644
--- a/src/gpu/GrAAHairLinePathRenderer.cpp
+++ b/src/gpu/GrAAHairLinePathRenderer.cpp
@@ -164,7 +164,7 @@ int num_quad_subdivs(const SkPoint p[3]) {
// maybe different when do this using gpu (geo or tess shaders)
static const SkScalar gSubdivTol = 175 * SK_Scalar1;
- if (dsqd <= gSubdivTol*gSubdivTol) {
+ if (dsqd <= SkScalarMul(gSubdivTol, gSubdivTol)) {
return 0;
} else {
// subdividing the quad reduces d by 4. so we want x = log4(d/tol)
@@ -177,7 +177,9 @@ int num_quad_subdivs(const SkPoint p[3]) {
log = GrMin(GrMax(0, log), kMaxSub);
return log;
#else
- SkScalar log = SkScalarLog(SkScalarDiv(dsqd,gSubdivTol*gSubdivTol));
+ SkScalar log = SkScalarLog(
+ SkScalarDiv(dsqd,
+ SkScalarMul(gSubdivTol, gSubdivTol)));
static const SkScalar conv = SkScalarInvert(SkScalarLog(2));
log = SkScalarMul(log, conv);
return GrMin(GrMax(0, SkScalarCeilToInt(log)),kMaxSub);