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https://github.com/italicsjenga/vello.git
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path_coarse.comp: tighten variable scopes, delete unused variables
No functional changes. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@ -101,12 +101,6 @@ void main() {
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if (element_ix < n_pathseg) {
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tag = PathSeg_tag(ref);
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}
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// Setup for coverage algorithm.
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float a, b, c;
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// Bounding box of element in pixel coordinates.
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float xmin, xmax, ymin, ymax;
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PathStrokeLine line;
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float dx;
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switch (tag) {
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case PathSeg_FillCubic:
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case PathSeg_StrokeCubic:
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@ -162,22 +156,24 @@ void main() {
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}
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// Output line segment
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xmin = min(p0.x, p1.x) - cubic.stroke.x;
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xmax = max(p0.x, p1.x) + cubic.stroke.x;
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ymin = min(p0.y, p1.y) - cubic.stroke.y;
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ymax = max(p0.y, p1.y) + cubic.stroke.y;
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// Bounding box of element in pixel coordinates.
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float xmin = min(p0.x, p1.x) - cubic.stroke.x;
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float xmax = max(p0.x, p1.x) + cubic.stroke.x;
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float ymin = min(p0.y, p1.y) - cubic.stroke.y;
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float ymax = max(p0.y, p1.y) + cubic.stroke.y;
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float dx = p1.x - p0.x;
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float dy = p1.y - p0.y;
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// Set up for per-scanline coverage formula, below.
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float invslope = abs(dy) < 1e-9 ? 1e9 : dx / dy;
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c = (cubic.stroke.x + abs(invslope) * (0.5 * float(TILE_HEIGHT_PX) + cubic.stroke.y)) * SX;
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b = invslope; // Note: assumes square tiles, otherwise scale.
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a = (p0.x - (p0.y - 0.5 * float(TILE_HEIGHT_PX)) * b) * SX;
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float c = (cubic.stroke.x + abs(invslope) * (0.5 * float(TILE_HEIGHT_PX) + cubic.stroke.y)) * SX;
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float b = invslope; // Note: assumes square tiles, otherwise scale.
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float a = (p0.x - (p0.y - 0.5 * float(TILE_HEIGHT_PX)) * b) * SX;
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int x0 = int(floor((xmin) * SX));
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int x1 = int(ceil((xmax) * SX));
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int y0 = int(floor((ymin) * SY));
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int y1 = int(ceil((ymax) * SY));
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int x0 = int(floor(xmin * SX));
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int x1 = int(ceil(xmax * SX));
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int y0 = int(floor(ymin * SY));
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int y1 = int(ceil(ymax * SY));
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x0 = clamp(x0, bbox.x, bbox.z);
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y0 = clamp(y0, bbox.y, bbox.w);
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