d2d1: Fix outline join drawing.
Calling d2d_outline_vertex_set(x, y, 0, 0, 0, 0) causes a normalize() to be invoked with a zero vector in the vertex shader vs_code_bezier_outline. This gives rise to an undefinite result, that in some cases causes the join triangles to be dropped. Tested on Debian unstable. Signed-off-by: Giovanni Mascellani <g.mascellani@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2136,14 +2136,14 @@ static BOOL d2d_geometry_outline_add_join(struct d2d_geometry *geometry,
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}
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else if (ccw < 0.0f)
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{
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d2d_outline_vertex_set(&v[0], p0->x, p0->y, 0.0f, 0.0f, 0.0f, 0.0f);
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d2d_outline_vertex_set(&v[0], p0->x, p0->y, q_next.x, q_next.y, q_prev.x, q_prev.y);
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d2d_outline_vertex_set(&v[1], p0->x, p0->y, -q_next.x, -q_next.y, -q_next.x, -q_next.y);
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d2d_outline_vertex_set(&v[2], p0->x, p0->y, -q_next.x, -q_next.y, -q_prev.x, -q_prev.y);
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d2d_outline_vertex_set(&v[3], p0->x, p0->y, -q_prev.x, -q_prev.y, -q_prev.x, -q_prev.y);
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}
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else
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{
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d2d_outline_vertex_set(&v[0], p0->x, p0->y, 0.0f, 0.0f, 0.0f, 0.0f);
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d2d_outline_vertex_set(&v[0], p0->x, p0->y, -q_prev.x, -q_prev.y, -q_next.x, -q_next.y);
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d2d_outline_vertex_set(&v[1], p0->x, p0->y, q_prev.x, q_prev.y, q_prev.x, q_prev.y);
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d2d_outline_vertex_set(&v[2], p0->x, p0->y, q_prev.x, q_prev.y, q_next.x, q_next.y);
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d2d_outline_vertex_set(&v[3], p0->x, p0->y, q_next.x, q_next.y, q_next.x, q_next.y);
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