Lines Matching defs:corner
444 // Top-left corner.
452 // Top-right corner.
460 // Bottom-right corner.
468 // Bottom-left corner.
603 v->codeAppend("float2 corner = corner_and_radius_outsets.xy;");
628 v->codeAppend( "corner = max(abs(corner), aa_bloatradius) * sign(corner);");
644 // The radii are very small. Demote this arc to a sharp 90 degree corner.
648 v->codeAppend( "aa_bloat_direction = sign(corner);");
670 v->codeAppend("float2 vertexpos = corner + radius_outset * radii + aa_outset;");
677 v->codeAppend( "if (aa_bloat_direction.x != 0 && vertexpos.x * corner.x < 0) {");
681 "backset * sign(corner.y) * pixellength.y/pixellength.x;");
682 v->codeAppend( "coverage = (coverage - .5) * abs(corner.x) / "
683 "(abs(corner.x) + backset) + .5;");
685 v->codeAppend( "if (aa_bloat_direction.y != 0 && vertexpos.y * corner.y < 0) {");
689 "backset * sign(corner.x) * pixellength.x/pixellength.y;");
690 v->codeAppend( "coverage = (coverage - .5) * abs(corner.y) / "
691 "(abs(corner.y) + backset) + .5;");
712 // We are a non-corner piece: Set x=0 to indicate built-in coverage, and
717 // Find the normalized arc coordinates for our corner ellipse.
719 v->codeAppend( "float2 arccoord = 1 - abs(radius_outset) + aa_outset/radii * corner;");
720 // We are a corner piece: Interpolate the arc coordinates for coverage.
799 // Will the given corner look good if we use HW derivatives?
806 // Is the gradient smooth enough for this corner look ok if we use hardware derivatives?
846 auto corner = static_cast<SkRRect::Corner>(i);
847 if (!can_use_hw_derivatives_with_coverage(devScale, rrect.radii(corner))) {