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Lines Matching defs:winding

357     Edge(Vertex* top, Vertex* bottom, int winding, Type type)
358 : fWinding(winding)
519 Poly(Vertex* v, int winding)
521 , fWinding(winding)
679 Poly* new_poly(Poly** head, Vertex* v, int winding, SkArenaAlloc& alloc) {
680 Poly* poly = alloc.make<Poly>(v, winding);
820 inline bool apply_fill_type(SkPath::FillType fillType, int winding) {
823 return winding != 0;
825 return (winding & 1) != 0;
827 return winding == 1;
829 return (winding & 1) == 1;
841 int winding = c.sweep_lt(prev->fPoint, next->fPoint) ? 1 : -1;
842 Vertex* top = winding < 0 ? next : prev;
843 Vertex* bottom = winding < 0 ? prev : next;
844 return alloc.make<Edge>(top, bottom, winding, type);
1315 // Connector edges get zero winding, since they're only structural (i.e., to ensure
1316 // no 0-0-0 alpha triangles are produced), and shouldn't affect the poly winding
1398 LOG(" edge %g -> %g, winding %d\n", e->fTop->fID, e->fBottom->fID, e->fWinding);
1401 LOG(" edge %g -> %g, winding %d\n", e->fTop->fID, e->fBottom->fID, e->fWinding);
1607 int winding = leftEdge->fLeftPoly ? leftEdge->fLeftPoly->fWinding : 0;
1608 winding += leftEdge->fWinding;
1609 if (winding != 0) {
1610 Poly* poly = new_poly(&polys, v, winding, alloc);
1751 int winding = c.sweep_lt(prev->fPoint, next->fPoint) ? 1 : -1;
1754 if (winding != prevEdge->fWinding && prevBisector->intersect(*nextBisector, &p, &alpha)) {
1863 int winding = c.sweep_lt(prev->fPoint, next->fPoint) ? 1 : -1;
1864 return winding != origEdge->fWinding;
1926 // Connect vertices into a quad mesh. Outer edges get default (1) winding.
1927 // Inner edges get -2 winding. This ensures that the interior is always filled
1928 // (-1 winding number for normal cases, 3 for thin features where the interior inverts).
2075 // Outer edges get 1 winding, and inner edges get -2 winding. This ensures that the interior
2078 // For total inversion cases, the shape has now reversed handedness, so invert the winding