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(a)gmail.com>
---
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 5b5a75b9ed..d716fb128d 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);
--
2.16.3