d2d1: Remove extraneous checks for last vertex.
The very last vertex of a figure can only be a of type LINE (non-coincident last/first vertices) or type END (otherwise). In case the current vertex starts a Bézier path, there is always at least one more vertex, i.e. (vertex_idx + 1) < vertex_count is always true. Signed-off-by: Stefan Brüns <stefan.bruens@rwth-aachen.de> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2007,8 +2007,6 @@ static BOOL d2d_geometry_intersect_bezier_line(struct d2d_geometry *geometry,
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p[0] = &figure->vertices[idx_p->vertex_idx];
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p[1] = &figure->bezier_controls[idx_p->control_idx];
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next = idx_p->vertex_idx + 1;
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if (next == figure->vertex_count)
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next = 0;
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p[2] = &figure->vertices[next];
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figure = &geometry->u.path.figures[idx_q->figure_idx];
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@ -2085,16 +2083,12 @@ static BOOL d2d_geometry_intersect_bezier_bezier(struct d2d_geometry *geometry,
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p[0] = &figure->vertices[idx_p->vertex_idx];
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p[1] = &figure->bezier_controls[idx_p->control_idx];
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next = idx_p->vertex_idx + 1;
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if (next == figure->vertex_count)
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next = 0;
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p[2] = &figure->vertices[next];
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figure = &geometry->u.path.figures[idx_q->figure_idx];
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q[0] = &figure->vertices[idx_q->vertex_idx];
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q[1] = &figure->bezier_controls[idx_q->control_idx];
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next = idx_q->vertex_idx + 1;
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if (next == figure->vertex_count)
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next = 0;
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q[2] = &figure->vertices[next];
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d2d_rect_get_bezier_segment_bounds(&p_bounds, p[0], p[1], p[2], start_p, end_p);
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@ -2178,8 +2172,6 @@ static BOOL d2d_geometry_apply_intersections(struct d2d_geometry *geometry,
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p[0] = &figure->vertices[inter->vertex_idx + vertex_offset];
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p[1] = &figure->bezier_controls[inter->control_idx + control_offset];
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next = inter->vertex_idx + vertex_offset + 1;
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if (next == figure->vertex_count)
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next = 0;
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p[2] = &figure->vertices[next];
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d2d_point_lerp(&q[0], p[0], p[1], t);
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@ -3016,17 +3008,11 @@ static BOOL d2d_geometry_check_bezier_overlap(struct d2d_geometry *geometry,
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figure = &geometry->u.path.figures[idx_p->figure_idx];
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a[0] = &figure->vertices[idx_p->vertex_idx];
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a[1] = &figure->bezier_controls[idx_p->control_idx];
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if (idx_p->vertex_idx == figure->vertex_count - 1)
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a[2] = &figure->vertices[0];
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else
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a[2] = &figure->vertices[idx_p->vertex_idx + 1];
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figure = &geometry->u.path.figures[idx_q->figure_idx];
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b[0] = &figure->vertices[idx_q->vertex_idx];
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b[1] = &figure->bezier_controls[idx_q->control_idx];
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if (idx_q->vertex_idx == figure->vertex_count - 1)
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b[2] = &figure->vertices[0];
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else
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b[2] = &figure->vertices[idx_q->vertex_idx + 1];
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if (d2d_point_ccw(a[0], a[1], a[2]) == 0.0f || d2d_point_ccw(b[0], b[1], b[2]) == 0.0f)
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@ -3097,9 +3083,6 @@ static float d2d_geometry_bezier_ccw(struct d2d_geometry *geometry, const struct
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const struct d2d_figure *figure = &geometry->u.path.figures[idx->figure_idx];
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size_t next = idx->vertex_idx + 1;
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if (next == figure->vertex_count)
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next = 0;
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return d2d_point_ccw(&figure->vertices[idx->vertex_idx],
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&figure->bezier_controls[idx->control_idx], &figure->vertices[next]);
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}
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@ -3115,8 +3098,6 @@ static BOOL d2d_geometry_split_bezier(struct d2d_geometry *geometry, const struc
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p[0] = &figure->vertices[idx->vertex_idx];
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p[1] = &figure->bezier_controls[idx->control_idx];
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next = idx->vertex_idx + 1;
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if (next == figure->vertex_count)
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next = 0;
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p[2] = &figure->vertices[next];
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d2d_point_lerp(&q[0], p[0], p[1], 0.5f);
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