Lines Matching refs:path
171 // issue. However having this hear adds some reassurance in case there is a path doesn't handle
745 // Path effects should've been devolved to a path in SkGpuDevice
917 const SkPath& path) {
920 GrStyledShape shape(path, GrStyledShape::DoSimplify::kNo);
936 SkDebugf("WARNING: No path renderer to stencil path.\n");
1038 SkASSERT(!style.pathEffect()); // this should've been devolved to a path in SkGpuDevice
1124 const SkPath& path,
1144 bool isRRect = path.isRRect(&rrect) && SkRRectPriv::IsNearlySimpleCircular(rrect) &&
1147 path.isOval(&rect) && SkScalarNearlyEqual(rect.width(), rect.height()) &&
1152 if (!isRRect && path.isRect(&rect)) {
1351 SkPath path;
1352 region.getBoundaryPath(&path);
1353 path.setIsVolatile(true);
1355 return this->drawPath(clip, std::move(paint), aa, viewMatrix, path, style);
1553 const SkPath& path,
1560 GrStyledShape shape(path, style, DoSimplify::kNo);
1583 // If we get here in drawShape(), we definitely need to use path rendering
1598 const SkPath& path) {
1604 if (path.isEmpty() && path.isInverseFillType()) {
1614 // An Assumption here is that path renderer would use some form of tweaking
1616 // aa. If we have some future driver-mojo path AA that can do the right
1626 GrStyledShape shape(path, GrStyle::SimpleFill());
1730 // We can ignore the starting point and direction since there is no path effect.
1736 // perspective) compared to path rendering. The exception is subpixel/hairline lines
1737 // that are non-AA or MSAA, in which case the default path renderer achieves higher
1740 // for and outsets thin non-aa rects to 1px, the path renderer could be skipped.
1776 // Fall through to let path renderer handle subpixel nested rects with unequal
1821 // Give the tessellation path renderer a chance to claim this stroke before we simplify it.
1839 // ought to try again instead of going right to path rendering.
1856 // It didn't work above, so try again with the path effect applied.
1883 SkDebugf("Unable to find path renderer compatible with path.\n");