Lines Matching defs:tile
62 // of the below points are used to clip against the regular tile grid. The tile grid occupies
72 // p0 and p1 form a segment contained the tile grid, so extends them by a large enough margin
73 // that the output points stored in 'line' are outside the tile grid (thus effectively infinite).
77 // points outside of the tile grid, but small enough to preserve precision.
145 // Draw grid of red lines at interior tile boundaries.
162 // Draw the arbitrary clipping/split boundaries that intersect the tile grid as green lines
170 // Clip the "infinite" line segments to a rectangular region outside the tile grid
197 // Abstraction for rendering a possibly clipped tile, that can apply different effects to mimic
205 // represents the location of rect within the tile grid, 'quadID' is the unique ID of the clip
206 // region within the tile (reset for each tile).
228 // The unclipped tile geometry
229 SkRect tile = SkRect::MakeXYWH(j * kTileWidth, i * kTileHeight,
240 drawCount += this->clipTile(canvas, tileID, tile, nullptr, edgeAA, lines, 3,
264 // No lines, so end recursion by drawing the tile. If the tile was never split then
289 // Consider the first line against the 4 quad edges in tile, which should have 0,1, or 2
290 // intersection points since the tile is convex.
322 // Split the tile points into 2+ sub quads and recurse to the next lines, which may or may
323 // not further split the tile. Since the configurations are relatively simple, the possible
430 // renderer draws the transformed tile grid, which is approximately
568 // Colorize the tile based on its grid position and quad ID
700 // Push the last tile set
707 // Now don't actually draw the tile, accumulate it in the growing entry set
717 // Handle transform batching. This works by capturing the CTM of the first tile draw,
739 // This acts like the whole image is rendered over the entire tile grid, so derive local
826 // Apply a local transform in the shader to map from the tile rectangle to (0,0,w,h)
851 // Haven't hit the point to submit yet, but end the current tile
856 // canvas currently has the CTM of the last tile batch, so reset it.
879 // Reset for next tile
908 // Push the last tile set
916 // Now don't actually draw the tile, accumulate it in the growing entry set
924 // This acts like the whole image is rendered over the entire tile grid, so derive local
981 // Reset for next tile