diff options
Diffstat (limited to 'Build/source/libs/poppler/poppler-src/splash/Splash.cc')
-rw-r--r-- | Build/source/libs/poppler/poppler-src/splash/Splash.cc | 38 |
1 files changed, 20 insertions, 18 deletions
diff --git a/Build/source/libs/poppler/poppler-src/splash/Splash.cc b/Build/source/libs/poppler/poppler-src/splash/Splash.cc index e179c1cbff3..46b8ce292c2 100644 --- a/Build/source/libs/poppler/poppler-src/splash/Splash.cc +++ b/Build/source/libs/poppler/poppler-src/splash/Splash.cc @@ -5745,24 +5745,26 @@ GBool Splash::gouraudTriangleShadedFill(SplashGouraudColor *shading) colorinterp = scanColorMap[0] * scanLimitL + scanColorMap[1]; bitmapOff = scanLineOff + scanLimitL * colorComps; - for (int X = scanLimitL; X <= scanLimitR && bitmapOff + colorComps <= bitmapOffLimit; ++X, colorinterp += scanColorMap[0], bitmapOff += colorComps) { - // FIXME : standard rectangular clipping can be done for a - // complete scanline which is faster - // --> see SplashClip and its methods - if (!clip->test(X, Y)) - continue; - - assert(fabs(colorinterp - (scanColorMap[0] * X + scanColorMap[1])) < 1e-10); - assert(bitmapOff == Y * rowSize + colorComps * X && scanLineOff == Y * rowSize); - - shading->getParameterizedColor(colorinterp, bitmapMode, &bitmapData[bitmapOff]); - - // make the shading visible. - // Note that opacity is handled by the bDirectBlit stuff, see - // above for comments and below for implementation. - if (hasAlpha) - bitmapAlpha[Y * bitmapWidth + X] = 255; - } + if (likely(bitmapOff >= 0)) { + for (int X = scanLimitL; X <= scanLimitR && bitmapOff + colorComps <= bitmapOffLimit; ++X, colorinterp += scanColorMap[0], bitmapOff += colorComps) { + // FIXME : standard rectangular clipping can be done for a + // complete scanline which is faster + // --> see SplashClip and its methods + if (!clip->test(X, Y)) + continue; + + assert(fabs(colorinterp - (scanColorMap[0] * X + scanColorMap[1])) < 1e-10); + assert(bitmapOff == Y * rowSize + colorComps * X && scanLineOff == Y * rowSize); + + shading->getParameterizedColor(colorinterp, bitmapMode, &bitmapData[bitmapOff]); + + // make the shading visible. + // Note that opacity is handled by the bDirectBlit stuff, see + // above for comments and below for implementation. + if (hasAlpha) + bitmapAlpha[Y * bitmapWidth + X] = 255; + } + } } } } else { |