Fix for positioning of glyphs within a bitmap
For positioning of glyphs within a bitmap, roundf(int + float) is used, where the float is the glyph position and the int is the text position. When the text position is varied, this may lead to the sum being rounded in different directions, due to floating point rounding, caused by that floating point numbers have different precision in different ranges. This may therefore lead to slightly different positioning for glyphs and therefore slightly different widths and heights for text strings, depending on the position they are rendered at. The solution in this patch is to use int + (int) roundf(float), which has consistent rounding, and also enables us to use the full range of ints. Change-Id: Id1143cdfcbdfa9915ced878ae04df589a3e03cee
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committed by
Johan Redestig
parent
c9a60b0f77
commit
3ed1927603
@@ -404,10 +404,10 @@ void Font::render(SkPaint* paint, const char* text, uint32_t start, uint32_t len
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// If it's still not valid, we couldn't cache it, so we shouldn't
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// draw garbage; also skip empty glyphs (spaces)
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if (cachedGlyph->mIsValid && cachedGlyph->mCacheTexture) {
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float penX = x + positions[(glyphsCount << 1)];
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float penY = y + positions[(glyphsCount << 1) + 1];
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int penX = x + (int) roundf(positions[(glyphsCount << 1)]);
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int penY = y + (int) roundf(positions[(glyphsCount << 1) + 1]);
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(*this.*render)(cachedGlyph, roundf(penX), roundf(penY),
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(*this.*render)(cachedGlyph, penX, penY,
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bitmap, bitmapW, bitmapH, bounds, positions);
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}
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