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66         float* scaleX, float* scaleY) {
68 *scaleX = 1.0f;
75 *scaleX = MathUtils::clampTessellationScale(sqrt(m00 * m00 + m01 * m01));
107 float scaleX, scaleY;
108 PathTessellator::extractTessellationScales(transform, &scaleX, &scaleY);
109 inverseScaleX = 1.0f / scaleX;