[raster] Handle Bézier stack locally. * src/raster/ftraster.c (black_TWorker): Move `arcs' from here... (Conic_To, Cubic_To): ... to here to tighten their scope. (Bezier_Up, Bezier_Down): ... Take the current `arc' argument.
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diff --git a/ChangeLog b/ChangeLog
index 131e7c9..f1e3579 100644
--- a/ChangeLog
+++ b/ChangeLog
@@ -1,3 +1,11 @@
+2021-06-28 Alexei Podtelezhnikov <apodtele@gmail.com>
+
+ [raster] Handle Bézier stack locally.
+
+ * src/raster/ftraster.c (black_TWorker): Move `arcs' from here...
+ (Conic_To, Cubic_To): ... to here to tighten their scope.
+ (Bezier_Up, Bezier_Down): ... Take the current `arc' argument.
+
2021-06-28 Dominik Röttsches <drott@chromium.org>
[sfnt] Improve paint limit checks
diff --git a/src/raster/ftraster.c b/src/raster/ftraster.c
index c330e0d..024ba08 100644
--- a/src/raster/ftraster.c
+++ b/src/raster/ftraster.c
@@ -483,8 +483,6 @@
Int numTurns; /* number of Y-turns in outline */
- TPoint* arc; /* current Bezier arc pointer */
-
UShort bWidth; /* target bitmap width */
PByte bOrigin; /* target bitmap bottom-left origin */
PByte bLine; /* target bitmap current line */
@@ -523,8 +521,6 @@
/* drop-out accurately when calling */
/* Render_Glyph. */
- TPoint arcs[3 * MaxBezier + 1]; /* The Bezier stack */
-
black_TBand band_stack[16]; /* band stack used for sub-banding */
/* enough for signed short bands */
@@ -1198,6 +1194,7 @@
*/
static Bool
Bezier_Up( RAS_ARGS Int degree,
+ TPoint* arc,
TSplitter splitter,
Long miny,
Long maxy )
@@ -1205,13 +1202,11 @@
Long y1, y2, e, e2, e0;
Short f1;
- TPoint* arc;
TPoint* start_arc;
PLong top;
- arc = ras.arc;
y1 = arc[degree].y;
y2 = arc[0].y;
top = ras.top;
@@ -1303,7 +1298,6 @@
Fin:
ras.top = top;
- ras.arc -= degree;
return SUCCESS;
}
@@ -1335,11 +1329,11 @@
*/
static Bool
Bezier_Down( RAS_ARGS Int degree,
+ TPoint* arc,
TSplitter splitter,
Long miny,
Long maxy )
{
- TPoint* arc = ras.arc;
Bool result, fresh;
@@ -1351,7 +1345,7 @@
fresh = ras.fresh;
- result = Bezier_Up( RAS_VARS degree, splitter, -maxy, -miny );
+ result = Bezier_Up( RAS_VARS degree, arc, splitter, -maxy, -miny );
if ( fresh && !ras.fresh )
ras.cProfile->start = -ras.cProfile->start;
@@ -1492,22 +1486,24 @@
{
Long y1, y2, y3, x3, ymin, ymax;
TStates state_bez;
+ TPoint arcs[2 * MaxBezier + 1]; /* The Bezier stack */
+ TPoint* arc; /* current Bezier arc pointer */
- ras.arc = ras.arcs;
- ras.arc[2].x = ras.lastX;
- ras.arc[2].y = ras.lastY;
- ras.arc[1].x = cx;
- ras.arc[1].y = cy;
- ras.arc[0].x = x;
- ras.arc[0].y = y;
+ arc = arcs;
+ arc[2].x = ras.lastX;
+ arc[2].y = ras.lastY;
+ arc[1].x = cx;
+ arc[1].y = cy;
+ arc[0].x = x;
+ arc[0].y = y;
do
{
- y1 = ras.arc[2].y;
- y2 = ras.arc[1].y;
- y3 = ras.arc[0].y;
- x3 = ras.arc[0].x;
+ y1 = arc[2].y;
+ y2 = arc[1].y;
+ y3 = arc[0].y;
+ x3 = arc[0].x;
/* first, categorize the Bezier arc */
@@ -1525,13 +1521,13 @@
if ( y2 < ymin || y2 > ymax )
{
/* this arc has no given direction, split it! */
- Split_Conic( ras.arc );
- ras.arc += 2;
+ Split_Conic( arc );
+ arc += 2;
}
else if ( y1 == y3 )
{
/* this arc is flat, ignore it and pop it from the Bezier stack */
- ras.arc -= 2;
+ arc -= 2;
}
else
{
@@ -1558,15 +1554,18 @@
/* now call the appropriate routine */
if ( state_bez == Ascending_State )
{
- if ( Bezier_Up( RAS_VARS 2, Split_Conic, ras.minY, ras.maxY ) )
+ if ( Bezier_Up( RAS_VARS 2, arc, Split_Conic,
+ ras.minY, ras.maxY ) )
goto Fail;
}
else
- if ( Bezier_Down( RAS_VARS 2, Split_Conic, ras.minY, ras.maxY ) )
+ if ( Bezier_Down( RAS_VARS 2, arc, Split_Conic,
+ ras.minY, ras.maxY ) )
goto Fail;
+ arc -= 2;
}
- } while ( ras.arc >= ras.arcs );
+ } while ( arc >= arcs );
ras.lastX = x3;
ras.lastY = y3;
@@ -1621,25 +1620,27 @@
{
Long y1, y2, y3, y4, x4, ymin1, ymax1, ymin2, ymax2;
TStates state_bez;
+ TPoint arcs[3 * MaxBezier + 1]; /* The Bezier stack */
+ TPoint* arc; /* current Bezier arc pointer */
- ras.arc = ras.arcs;
- ras.arc[3].x = ras.lastX;
- ras.arc[3].y = ras.lastY;
- ras.arc[2].x = cx1;
- ras.arc[2].y = cy1;
- ras.arc[1].x = cx2;
- ras.arc[1].y = cy2;
- ras.arc[0].x = x;
- ras.arc[0].y = y;
+ arc = arcs;
+ arc[3].x = ras.lastX;
+ arc[3].y = ras.lastY;
+ arc[2].x = cx1;
+ arc[2].y = cy1;
+ arc[1].x = cx2;
+ arc[1].y = cy2;
+ arc[0].x = x;
+ arc[0].y = y;
do
{
- y1 = ras.arc[3].y;
- y2 = ras.arc[2].y;
- y3 = ras.arc[1].y;
- y4 = ras.arc[0].y;
- x4 = ras.arc[0].x;
+ y1 = arc[3].y;
+ y2 = arc[2].y;
+ y3 = arc[1].y;
+ y4 = arc[0].y;
+ x4 = arc[0].x;
/* first, categorize the Bezier arc */
@@ -1668,13 +1669,13 @@
if ( ymin2 < ymin1 || ymax2 > ymax1 )
{
/* this arc has no given direction, split it! */
- Split_Cubic( ras.arc );
- ras.arc += 3;
+ Split_Cubic( arc );
+ arc += 3;
}
else if ( y1 == y4 )
{
/* this arc is flat, ignore it and pop it from the Bezier stack */
- ras.arc -= 3;
+ arc -= 3;
}
else
{
@@ -1700,15 +1701,18 @@
/* compute intersections */
if ( state_bez == Ascending_State )
{
- if ( Bezier_Up( RAS_VARS 3, Split_Cubic, ras.minY, ras.maxY ) )
+ if ( Bezier_Up( RAS_VARS 3, arc, Split_Cubic,
+ ras.minY, ras.maxY ) )
goto Fail;
}
else
- if ( Bezier_Down( RAS_VARS 3, Split_Cubic, ras.minY, ras.maxY ) )
+ if ( Bezier_Down( RAS_VARS 3, arc, Split_Cubic,
+ ras.minY, ras.maxY ) )
goto Fail;
+ arc -= 3;
}
- } while ( ras.arc >= ras.arcs );
+ } while ( arc >= arcs );
ras.lastX = x4;
ras.lastY = y4;