Lines Matching refs:points

62 // of the below points are used to clip against the regular tile grid. The tile grid occupies
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.
134 // Draw a line through the two points, outset by a fixed length in screen space
271 static constexpr int kTL = 0; // Top-left point index in points array
272 static constexpr int kTR = 1; // Top-right point index in points array
273 static constexpr int kBR = 2; // Bottom-right point index in points array
274 static constexpr int kBL = 3; // Bottom-left point index in points array
275 static constexpr int kS0 = 4; // First split point index in points array
276 static constexpr int kS1 = 5; // Second split point index in points array
278 SkPoint points[6];
280 // Copy the original 4 points into set of points to consider
282 points[i] = quad[i];
286 baseRect.toQuad(points);
290 // intersection points since the tile is convex.
295 if (intersect_line_segments(points[i], points[i == 3 ? 0 : i + 1],
301 if (SkScalarNearlyZero((intersect - points[kS0 + j]).length())) {
307 points[kS0 + intersectionCount] = intersect;
322 // Split the tile points into 2+ sub quads and recurse to the next lines, which may or may
326 // 6-element 'points' array.
388 // Fill in the quad points and update edge AA rules for new interior edges
391 sub[j] = points[p];
394 // The "new" edges are the edges that connect between the two split points or
710 // Record the four points into fDstClips
919 // Record the four points into fDstClips