Lines Matching defs:radii
20 // The effects defined here only handle rrect radii >= kRadiusMin.
309 radius = rrect.radii(SkRRect::kUpperLeft_Corner).fX;
316 radius = rrect.radii(SkRRect::kUpperRight_Corner).fX;
323 radius = rrect.radii(SkRRect::kLowerRight_Corner).fX;
330 radius = rrect.radii(SkRRect::kLowerLeft_Corner).fX;
337 radius = rrect.radii(SkRRect::kUpperLeft_Corner).fX;
344 radius = rrect.radii(SkRRect::kUpperLeft_Corner).fX;
351 radius = rrect.radii(SkRRect::kUpperRight_Corner).fX;
358 radius = rrect.radii(SkRRect::kLowerLeft_Corner).fX;
479 // half the time create a four-radii rrect.
524 // The inner rect is the rrect bounds inset by the x/y radii
535 // the rrect will have a (0,0) vector at all four corners. So long as the radii > 0.5 they will
546 // radii uniform values are already in this normalized space.
553 // The uniforms with the inv squared radii are highp to prevent underflow.
566 // Z is the x/y offsets divided by squared radii.
582 // Z is the x/y offsets divided by squared radii. We only care about the (at most) one
584 // squared radii will always be positive.)
620 // as the scale factor. The inv radii need to be pre-adjusted by the scale factor.
623 const SkVector& r0 = rrect.radii(SkRRect::kUpperLeft_Corner);
643 const SkVector& r1 = rrect.radii(SkRRect::kLowerRight_Corner);
726 SkVector radii[4];
729 radii[c] = rrect.radii((SkRRect::Corner)c);
730 SkASSERT((0 == radii[c].fX) == (0 == radii[c].fY));
731 if (0 == radii[c].fX) {
735 if (radii[c].fX < kRadiusMin || radii[c].fY < kRadiusMin) {
736 radii[c].set(0, 0);
740 if (radii[c].fX != radii[c].fY) {
745 circularRadius = radii[c].fX;
748 if (radii[c].fX != circularRadius) {
772 rr.writable()->setRectRadii(rrect.getBounds(), radii);
782 const SkVector ul = rrect.radii(SkRRect::kUpperLeft_Corner);
783 const SkVector lr = rrect.radii(SkRRect::kLowerRight_Corner);