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authorEirik Aavitsland <eirik.aavitsland@qt.io>2019-07-30 10:27:41 +0200
committerEirik Aavitsland <eirik.aavitsland@qt.io>2019-08-19 07:19:28 +0000
commit70e7445dbeba9bd24de963e7e431c4698b6b4569 (patch)
tree86c394dfbf6a7b242d41a1b5f9df641ee37d18e1 /src
parent5d7e9c9667d60490ffbbf33ddb38736960eae1d9 (diff)
Simplify QBezier::addPolygon() implementationHEAD5.12
Makes the code a little cleaner, avoiding an issue caused by UB and/or optimization bug in msvc2019. Fixes: QTBUG-77119 Fixes: QTBUG-77230 Change-Id: I9bc8f427a90e6fe32b3c26301bbb703a3c4ad846 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io> Reviewed-by: Ville Voutilainen <ville.voutilainen@qt.io>
Diffstat (limited to 'src')
-rw-r--r--src/gui/painting/qbezier.cpp32
1 files changed, 14 insertions, 18 deletions
diff --git a/src/gui/painting/qbezier.cpp b/src/gui/painting/qbezier.cpp
index 8cda4b4072..65e6063fe4 100644
--- a/src/gui/painting/qbezier.cpp
+++ b/src/gui/painting/qbezier.cpp
@@ -122,10 +122,10 @@ void QBezier::addToPolygon(QPolygonF *polygon, qreal bezier_flattening_threshold
int levels[10];
beziers[0] = *this;
levels[0] = 9;
- QBezier *b = beziers;
- int *lvl = levels;
+ int top = 0;
- while (b >= beziers) {
+ while (top >= 0) {
+ QBezier *b = &beziers[top];
// check if we can pop the top bezier curve from the stack
qreal y4y1 = b->y4 - b->y1;
qreal x4x1 = b->x4 - b->x1;
@@ -139,17 +139,15 @@ void QBezier::addToPolygon(QPolygonF *polygon, qreal bezier_flattening_threshold
qAbs(b->x1 - b->x3) + qAbs(b->y1 - b->y3);
l = 1.;
}
- if (d < bezier_flattening_threshold*l || *lvl == 0) {
+ if (d < bezier_flattening_threshold * l || levels[top] == 0) {
// good enough, we pop it off and add the endpoint
polygon->append(QPointF(b->x4, b->y4));
- --b;
- --lvl;
+ --top;
} else {
// split, second half of the polygon goes lower into the stack
b->split(b+1, b);
- lvl[1] = --lvl[0];
- ++b;
- ++lvl;
+ levels[top + 1] = --levels[top];
+ ++top;
}
}
}
@@ -160,10 +158,10 @@ void QBezier::addToPolygon(QDataBuffer<QPointF> &polygon, qreal bezier_flattenin
int levels[10];
beziers[0] = *this;
levels[0] = 9;
- QBezier *b = beziers;
- int *lvl = levels;
+ int top = 0;
- while (b >= beziers) {
+ while (top >= 0) {
+ QBezier *b = &beziers[top];
// check if we can pop the top bezier curve from the stack
qreal y4y1 = b->y4 - b->y1;
qreal x4x1 = b->x4 - b->x1;
@@ -177,17 +175,15 @@ void QBezier::addToPolygon(QDataBuffer<QPointF> &polygon, qreal bezier_flattenin
qAbs(b->x1 - b->x3) + qAbs(b->y1 - b->y3);
l = 1.;
}
- if (d < bezier_flattening_threshold*l || *lvl == 0) {
+ if (d < bezier_flattening_threshold * l || levels[top] == 0) {
// good enough, we pop it off and add the endpoint
polygon.add(QPointF(b->x4, b->y4));
- --b;
- --lvl;
+ --top;
} else {
// split, second half of the polygon goes lower into the stack
b->split(b+1, b);
- lvl[1] = --lvl[0];
- ++b;
- ++lvl;
+ levels[top + 1] = --levels[top];
+ ++top;
}
}
}