Giovanni Mascellani : d2d1: Fix outline join drawing.

Alexandre Julliard julliard at winehq.org
Mon Apr 9 15:41:09 CDT 2018


Module: wine
Branch: master
Commit: abbffd2ee2412faaa15319735065eb156b5c265b
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=abbffd2ee2412faaa15319735065eb156b5c265b

Author: Giovanni Mascellani <g.mascellani at gmail.com>
Date:   Tue Apr  3 17:32:46 2018 +0200

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 at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/d2d1/geometry.c | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/dlls/d2d1/geometry.c b/dlls/d2d1/geometry.c
index 5b5a75b..d716fb1 100644
--- a/dlls/d2d1/geometry.c
+++ b/dlls/d2d1/geometry.c
@@ -2136,14 +2136,14 @@ static BOOL d2d_geometry_outline_add_join(struct d2d_geometry *geometry,
     }
     else if (ccw < 0.0f)
     {
-        d2d_outline_vertex_set(&v[0], p0->x, p0->y, 0.0f, 0.0f, 0.0f, 0.0f);
+        d2d_outline_vertex_set(&v[0], p0->x, p0->y, q_next.x, q_next.y, q_prev.x, q_prev.y);
         d2d_outline_vertex_set(&v[1], p0->x, p0->y, -q_next.x, -q_next.y, -q_next.x, -q_next.y);
         d2d_outline_vertex_set(&v[2], p0->x, p0->y, -q_next.x, -q_next.y, -q_prev.x, -q_prev.y);
         d2d_outline_vertex_set(&v[3], p0->x, p0->y, -q_prev.x, -q_prev.y, -q_prev.x, -q_prev.y);
     }
     else
     {
-        d2d_outline_vertex_set(&v[0], p0->x, p0->y, 0.0f, 0.0f, 0.0f, 0.0f);
+        d2d_outline_vertex_set(&v[0], p0->x, p0->y, -q_prev.x, -q_prev.y, -q_next.x, -q_next.y);
         d2d_outline_vertex_set(&v[1], p0->x, p0->y, q_prev.x, q_prev.y, q_prev.x, q_prev.y);
         d2d_outline_vertex_set(&v[2], p0->x, p0->y, q_prev.x, q_prev.y, q_next.x, q_next.y);
         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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