Lines Matching refs:rect
197 if (!prepare_to_draw_into_mask(rrect.rect(), mask)) {
330 if (rect_exceeds(rrect.rect(), SkIntToScalar(32767))) {
336 srcM.fBounds = rrect.rect().roundOut();
342 // special case for fast round rect blur
372 if (totalSmallWidth >= rrect.rect().width()) {
381 if (totalSmallHeight >= rrect.rect().height()) {
461 // special case for fast rect blur
474 * smallR is the smallest version of 'rect' that will still guarantee that
480 * pixels from the original rect.
485 * with our outer-rect (dstM.fBounds)
926 // No need to blur the rect
931 SkRect rect;
934 // We can do everything in device space when the src rect projects to a rect in device space
935 SkAssertResult(viewMatrix.mapRect(&rect, srcRect));
938 // "transformedSigma" to the delta of frag coord from the rect edges. Factor out the scaling
940 // src space) We'll meet in the middle: pre-scale the src rect to be in this space and then
950 rect = {srcRect.left() * scale.width(),
957 // We promote the math that gets us into the Gaussian space to full float when the rect
958 // coords are large. If we don't have full float then fail. We could probably clip the rect
960 if (SkScalarAbs(rect.fLeft) > 16000.f || SkScalarAbs(rect.fTop) > 16000.f ||
961 SkScalarAbs(rect.fRight) > 16000.f || SkScalarAbs(rect.fBottom) > 16000.f) {
973 // closest rect edge both in x and y. To simplify texture coord calculation we inset the rect so
974 // that the edge of the inset rect corresponds to t = 0 in the texture. It actually simplifies
977 SkRect insetRect = {rect.left() + threeSigma,
978 rect.top() + threeSigma,
979 rect.right() - threeSigma,
980 rect.bottom() - threeSigma};
983 // lookup in the integral texture for each and multiply them. When the rect is less than 6 sigma
994 uniform float4 rect;
1003 // computations align the left edge of the integral texture with the inset rect's
1004 // edge extending outward 6 * sigma from the inset rect.
1005 half2 xy = max(half2(rect.LT - pos), half2(pos - rect.RB));
1022 // Also, our rect uniform was pre-inset by 3 sigma from the actual rect being
1024 half4 rect = half4(half2(rect.LT - pos), half2(pos - rect.RB));
1025 xCoverage = 1 - integral.eval(half2(rect.L, 0.5)).a
1026 - integral.eval(half2(rect.R, 0.5)).a;
1027 yCoverage = 1 - integral.eval(half2(rect.T, 0.5)).a
1028 - integral.eval(half2(rect.B, 0.5)).a;
1038 "rect", insetRect,
1225 if (x < rrectToDraw.rect().fLeft || x > rrectToDraw.rect().fRight) {
1228 if (x + 0.5f < rrectToDraw.rect().fLeft + radii.fX) { // in the circular section
1229 float xDist = rrectToDraw.rect().fLeft + radii.fX - x - 0.5f;
1232 topVec.push_back(rrectToDraw.rect().fTop + radii.fX - h + 3 * xformedSigma);
1234 topVec.push_back(rrectToDraw.rect().fTop + 3 * xformedSigma);
1353 "Unexpected rect. %d\n\t%s\n\t%s",
1403 // snipping out the middle section of the proxy rect.
1418 // Our goal is to snip out the "middle section" of the proxy rect (everything but the
1499 srcRRect.rect(), viewMatrix, xformedSigma);
1520 SkRect srcProxyRect = srcRRect.rect();
1521 // Determine how much to outset the src rect to ensure we hit pixels within three sigma.
1554 SkRect srcProxyRect = srcRRect.rect();
1566 devRRect.rect().makeOutset(extra, extra).roundOut(&proxyBounds);
1607 srcRect.width() + srcRRect.rect().fLeft * sx,
1608 srcRect.height() + srcRRect.rect().fTop * sy);