RESOLVED DUPLICATE of bug 245265 245513
TextureMapperGL: edge distance anti-aliasing should use 2D distance to calculate v_antialias varing variable
https://bugs.webkit.org/show_bug.cgi?id=245513
Summary TextureMapperGL: edge distance anti-aliasing should use 2D distance to calcul...
Fujii Hironori
Reported 2022-09-21 21:01:16 PDT
Created attachment 462527 [details] antialiasing-z-positions.html TextureMapperGL: edge distance anti-aliasing should use 2D distance to calculate v_antialias varing variable > float viewportSpaceDistance = distance(centerInViewportCoordinates, controlPointInViewportCoordinates); This code calculates the distance in homogeneous coordinates. z and w are included.
Attachments
antialiasing-z-positions.html (849 bytes, text/html)
2022-09-21 21:01 PDT, Fujii Hironori
no flags
WIP patch (2.15 KB, patch)
2022-09-21 21:01 PDT, Fujii Hironori
ews-feeder: commit-queue-
Fujii Hironori
Comment 1 2022-09-21 21:01:53 PDT
Created attachment 462528 [details] WIP patch
Fujii Hironori
Comment 2 2022-09-21 21:04:41 PDT
Comment on attachment 462528 [details] WIP patch View in context: https://bugs.webkit.org/attachment.cgi?id=462528&action=review > Source/WebCore/platform/graphics/texmap/TextureMapperShaderProgram.cpp:113 > + float viewportSpaceDistance = distance(centerInViewportCoordinates.xy / centerInViewportCoordinates.w, controlPointInViewportCoordinates.xy / controlPointInViewportCoordinates.w); We should avoid divisions. bug#245265 is going to solve this bug by calculating the denominator separately.
Fujii Hironori
Comment 3 2022-09-26 22:46:55 PDT
*** This bug has been marked as a duplicate of bug 245265 ***
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