Lines Matching refs:edge
20 float fDistSq; // distance squared to nearest (so far) edge texel
21 SkPoint fDistVector; // distance vector to nearest (so far) edge texel
38 // We treat an "edge" as a place where we cross from >=128 to <128, or vice versa, or
48 // search for an edge
114 // computes the distance to an edge given an edge normal vector and a pixel's alpha value
132 // a1 = 0.5*dy/dx is the smaller fractional area chopped off by the edge
137 // relative to the edge fractional area
169 // i.e., if you're outside, gradient points towards edge
170 // if you're inside, gradient points away from edge
182 // init squared distance to edge and distance vector
322 // enable this to output edge data rather than the distance field
359 // create zeroed temp DFData+edge storage
380 // don't need to calculate distance for edge pixels
392 // don't need to calculate distance for edge pixels
410 // don't need to calculate distance for edge pixels
422 // don't need to calculate distance for edge pixels
442 float edge = 0.0f;
444 edge = 0.25f;
447 float result = alpha + (1.0f-alpha)*edge;
480 // we copy our source image into a padded copy to ensure we catch edge transitions
508 // we copy our source image into a padded copy to ensure we catch edge transitions
538 // we copy our source image into a padded copy to ensure we catch edge transitions