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Lines Matching refs:glyphs

107     // hairline glyphs are fast enough so we don't need to cache them
121 // Prevent glyphs from being drawn outside of or straddling the edge of device space.
235 // Getting glyphs to the screen in a fallback situation can be complex. Here is the set of
237 // scaler, but the atlas has an upper limit to the glyphs it can handle. So the GPU is used to
244 // * Go Fast - view matrix is scale and translate, and all the glyphs are small enough
247 // * It's complicated - view matrix is not scale and translate, and the glyphs are small enough
248 // The glyph cache does not handle the view matrix, but stores the glyphs at the text size
251 // * Too big - The glyphs are too big to fit in the atlas
252 // Reduce the text size so the glyphs will fit in the atlas, but don't apply any
267 // If the situation that the matrix is simple, and all the glyphs are small enough. Go fast!
274 // Even if the transform is scale and translate, fallback must be careful to use glyphs that
276 // used to render the glyphs.
295 // If the matrix is complicated or if scaling is used to fit the glyphs in the cache,
303 // Scale the text size down so the long side of all the glyphs will fit in the atlas.
379 // Four empty glyphs are expected; one for each horizontal subpixel position.
606 // glyphs drawn in perspective must always have a w coord.
801 // The glyphs are big, so use paths to draw them.
839 auto processEmpties = [](SkSpan<const SkGlyph*>glyphs) {};
950 auto processEmpties = [glyphCacheState] (SkSpan<const SkGlyph*>glyphs) {
951 for (const SkGlyph* glyph : glyphs) {
963 // Glyphs which are too large for the atlas still request images when computing the bounds