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@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);