/src/mozilla-central/dom/svg/SVGPathSegUtils.cpp
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1 | | /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ |
2 | | /* vim: set ts=8 sts=2 et sw=2 tw=80: */ |
3 | | /* This Source Code Form is subject to the terms of the Mozilla Public |
4 | | * License, v. 2.0. If a copy of the MPL was not distributed with this |
5 | | * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ |
6 | | |
7 | | #include "mozilla/ArrayUtils.h" // MOZ_ARRAY_LENGTH |
8 | | |
9 | | #include "SVGPathSegUtils.h" |
10 | | |
11 | | #include "gfx2DGlue.h" |
12 | | #include "nsSVGPathDataParser.h" |
13 | | #include "nsTextFormatter.h" |
14 | | |
15 | | using namespace mozilla; |
16 | | using namespace mozilla::gfx; |
17 | | |
18 | | static const float PATH_SEG_LENGTH_TOLERANCE = 0.0000001f; |
19 | | static const uint32_t MAX_RECURSION = 10; |
20 | | |
21 | | |
22 | | /* static */ void |
23 | | SVGPathSegUtils::GetValueAsString(const float* aSeg, nsAString& aValue) |
24 | 0 | { |
25 | 0 | // Adding new seg type? Is the formatting below acceptable for the new types? |
26 | 0 | static_assert(NS_SVG_PATH_SEG_LAST_VALID_TYPE == |
27 | 0 | PATHSEG_CURVETO_QUADRATIC_SMOOTH_REL, |
28 | 0 | "Update GetValueAsString for the new value."); |
29 | 0 | static_assert(NS_SVG_PATH_SEG_MAX_ARGS == 7, |
30 | 0 | "Add another case to the switch below."); |
31 | 0 |
|
32 | 0 | uint32_t type = DecodeType(aSeg[0]); |
33 | 0 | char16_t typeAsChar = GetPathSegTypeAsLetter(type); |
34 | 0 |
|
35 | 0 | // Special case arcs: |
36 | 0 | if (IsArcType(type)) { |
37 | 0 | bool largeArcFlag = aSeg[4] != 0.0f; |
38 | 0 | bool sweepFlag = aSeg[5] != 0.0f; |
39 | 0 | nsTextFormatter::ssprintf(aValue, |
40 | 0 | u"%c%g,%g %g %d,%d %g,%g", |
41 | 0 | typeAsChar, aSeg[1], aSeg[2], aSeg[3], |
42 | 0 | largeArcFlag, sweepFlag, aSeg[6], aSeg[7]); |
43 | 0 | } else { |
44 | 0 |
|
45 | 0 | switch (ArgCountForType(type)) { |
46 | 0 | case 0: |
47 | 0 | aValue = typeAsChar; |
48 | 0 | break; |
49 | 0 |
|
50 | 0 | case 1: |
51 | 0 | nsTextFormatter::ssprintf(aValue, u"%c%g", |
52 | 0 | typeAsChar, aSeg[1]); |
53 | 0 | break; |
54 | 0 |
|
55 | 0 | case 2: |
56 | 0 | nsTextFormatter::ssprintf(aValue, u"%c%g,%g", |
57 | 0 | typeAsChar, aSeg[1], aSeg[2]); |
58 | 0 | break; |
59 | 0 |
|
60 | 0 | case 4: |
61 | 0 | nsTextFormatter::ssprintf(aValue, u"%c%g,%g %g,%g", |
62 | 0 | typeAsChar, aSeg[1], aSeg[2], aSeg[3], aSeg[4]); |
63 | 0 | break; |
64 | 0 |
|
65 | 0 | case 6: |
66 | 0 | nsTextFormatter::ssprintf(aValue, |
67 | 0 | u"%c%g,%g %g,%g %g,%g", |
68 | 0 | typeAsChar, aSeg[1], aSeg[2], aSeg[3], aSeg[4], |
69 | 0 | aSeg[5], aSeg[6]); |
70 | 0 | break; |
71 | 0 |
|
72 | 0 | default: |
73 | 0 | MOZ_ASSERT(false, "Unknown segment type"); |
74 | 0 | aValue = u"<unknown-segment-type>"; |
75 | 0 | return; |
76 | 0 | } |
77 | 0 | } |
78 | 0 | } |
79 | | |
80 | | |
81 | | static float |
82 | | CalcDistanceBetweenPoints(const Point& aP1, const Point& aP2) |
83 | 0 | { |
84 | 0 | return NS_hypot(aP2.x - aP1.x, aP2.y - aP1.y); |
85 | 0 | } |
86 | | |
87 | | |
88 | | static void |
89 | | SplitQuadraticBezier(const Point* aCurve, Point* aLeft, Point* aRight) |
90 | 0 | { |
91 | 0 | aLeft[0].x = aCurve[0].x; |
92 | 0 | aLeft[0].y = aCurve[0].y; |
93 | 0 | aRight[2].x = aCurve[2].x; |
94 | 0 | aRight[2].y = aCurve[2].y; |
95 | 0 | aLeft[1].x = (aCurve[0].x + aCurve[1].x) / 2; |
96 | 0 | aLeft[1].y = (aCurve[0].y + aCurve[1].y) / 2; |
97 | 0 | aRight[1].x = (aCurve[1].x + aCurve[2].x) / 2; |
98 | 0 | aRight[1].y = (aCurve[1].y + aCurve[2].y) / 2; |
99 | 0 | aLeft[2].x = aRight[0].x = (aLeft[1].x + aRight[1].x) / 2; |
100 | 0 | aLeft[2].y = aRight[0].y = (aLeft[1].y + aRight[1].y) / 2; |
101 | 0 | } |
102 | | |
103 | | static void |
104 | | SplitCubicBezier(const Point* aCurve, Point* aLeft, Point* aRight) |
105 | 0 | { |
106 | 0 | Point tmp; |
107 | 0 | tmp.x = (aCurve[1].x + aCurve[2].x) / 4; |
108 | 0 | tmp.y = (aCurve[1].y + aCurve[2].y) / 4; |
109 | 0 | aLeft[0].x = aCurve[0].x; |
110 | 0 | aLeft[0].y = aCurve[0].y; |
111 | 0 | aRight[3].x = aCurve[3].x; |
112 | 0 | aRight[3].y = aCurve[3].y; |
113 | 0 | aLeft[1].x = (aCurve[0].x + aCurve[1].x) / 2; |
114 | 0 | aLeft[1].y = (aCurve[0].y + aCurve[1].y) / 2; |
115 | 0 | aRight[2].x = (aCurve[2].x + aCurve[3].x) / 2; |
116 | 0 | aRight[2].y = (aCurve[2].y + aCurve[3].y) / 2; |
117 | 0 | aLeft[2].x = aLeft[1].x / 2 + tmp.x; |
118 | 0 | aLeft[2].y = aLeft[1].y / 2 + tmp.y; |
119 | 0 | aRight[1].x = aRight[2].x / 2 + tmp.x; |
120 | 0 | aRight[1].y = aRight[2].y / 2 + tmp.y; |
121 | 0 | aLeft[3].x = aRight[0].x = (aLeft[2].x + aRight[1].x) / 2; |
122 | 0 | aLeft[3].y = aRight[0].y = (aLeft[2].y + aRight[1].y) / 2; |
123 | 0 | } |
124 | | |
125 | | static float |
126 | | CalcBezLengthHelper(const Point* aCurve, uint32_t aNumPts, |
127 | | uint32_t aRecursionCount, |
128 | | void (*aSplit)(const Point*, Point*, Point*)) |
129 | 0 | { |
130 | 0 | Point left[4]; |
131 | 0 | Point right[4]; |
132 | 0 | float length = 0, dist; |
133 | 0 | for (uint32_t i = 0; i < aNumPts - 1; i++) { |
134 | 0 | length += CalcDistanceBetweenPoints(aCurve[i], aCurve[i+1]); |
135 | 0 | } |
136 | 0 | dist = CalcDistanceBetweenPoints(aCurve[0], aCurve[aNumPts - 1]); |
137 | 0 | if (length - dist > PATH_SEG_LENGTH_TOLERANCE && |
138 | 0 | aRecursionCount < MAX_RECURSION) { |
139 | 0 | aSplit(aCurve, left, right); |
140 | 0 | ++aRecursionCount; |
141 | 0 | return CalcBezLengthHelper(left, aNumPts, aRecursionCount, aSplit) + |
142 | 0 | CalcBezLengthHelper(right, aNumPts, aRecursionCount, aSplit); |
143 | 0 | } |
144 | 0 | return length; |
145 | 0 | } |
146 | | |
147 | | static inline float |
148 | | CalcLengthOfCubicBezier(const Point& aPos, const Point &aCP1, |
149 | | const Point& aCP2, const Point &aTo) |
150 | 0 | { |
151 | 0 | Point curve[4] = { aPos, aCP1, aCP2, aTo }; |
152 | 0 | return CalcBezLengthHelper(curve, 4, 0, SplitCubicBezier); |
153 | 0 | } |
154 | | |
155 | | static inline float |
156 | | CalcLengthOfQuadraticBezier(const Point& aPos, const Point& aCP, |
157 | | const Point& aTo) |
158 | 0 | { |
159 | 0 | Point curve[3] = { aPos, aCP, aTo }; |
160 | 0 | return CalcBezLengthHelper(curve, 3, 0, SplitQuadraticBezier); |
161 | 0 | } |
162 | | |
163 | | |
164 | | static void |
165 | | TraverseClosePath(const float* aArgs, SVGPathTraversalState& aState) |
166 | 0 | { |
167 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
168 | 0 | aState.length += CalcDistanceBetweenPoints(aState.pos, aState.start); |
169 | 0 | aState.cp1 = aState.cp2 = aState.start; |
170 | 0 | } |
171 | 0 | aState.pos = aState.start; |
172 | 0 | } |
173 | | |
174 | | static void |
175 | | TraverseMovetoAbs(const float* aArgs, SVGPathTraversalState& aState) |
176 | 0 | { |
177 | 0 | aState.start = aState.pos = Point(aArgs[0], aArgs[1]); |
178 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
179 | 0 | // aState.length is unchanged, since move commands don't affect path length. |
180 | 0 | aState.cp1 = aState.cp2 = aState.start; |
181 | 0 | } |
182 | 0 | } |
183 | | |
184 | | static void |
185 | | TraverseMovetoRel(const float* aArgs, SVGPathTraversalState& aState) |
186 | 0 | { |
187 | 0 | aState.start = aState.pos += Point(aArgs[0], aArgs[1]); |
188 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
189 | 0 | // aState.length is unchanged, since move commands don't affect path length. |
190 | 0 | aState.cp1 = aState.cp2 = aState.start; |
191 | 0 | } |
192 | 0 | } |
193 | | |
194 | | static void |
195 | | TraverseLinetoAbs(const float* aArgs, SVGPathTraversalState& aState) |
196 | 0 | { |
197 | 0 | Point to(aArgs[0], aArgs[1]); |
198 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
199 | 0 | aState.length += CalcDistanceBetweenPoints(aState.pos, to); |
200 | 0 | aState.cp1 = aState.cp2 = to; |
201 | 0 | } |
202 | 0 | aState.pos = to; |
203 | 0 | } |
204 | | |
205 | | static void |
206 | | TraverseLinetoRel(const float* aArgs, SVGPathTraversalState& aState) |
207 | 0 | { |
208 | 0 | Point to = aState.pos + Point(aArgs[0], aArgs[1]); |
209 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
210 | 0 | aState.length += CalcDistanceBetweenPoints(aState.pos, to); |
211 | 0 | aState.cp1 = aState.cp2 = to; |
212 | 0 | } |
213 | 0 | aState.pos = to; |
214 | 0 | } |
215 | | |
216 | | static void |
217 | | TraverseLinetoHorizontalAbs(const float* aArgs, SVGPathTraversalState& aState) |
218 | 0 | { |
219 | 0 | Point to(aArgs[0], aState.pos.y); |
220 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
221 | 0 | aState.length += fabs(to.x - aState.pos.x); |
222 | 0 | aState.cp1 = aState.cp2 = to; |
223 | 0 | } |
224 | 0 | aState.pos = to; |
225 | 0 | } |
226 | | |
227 | | static void |
228 | | TraverseLinetoHorizontalRel(const float* aArgs, SVGPathTraversalState& aState) |
229 | 0 | { |
230 | 0 | aState.pos.x += aArgs[0]; |
231 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
232 | 0 | aState.length += fabs(aArgs[0]); |
233 | 0 | aState.cp1 = aState.cp2 = aState.pos; |
234 | 0 | } |
235 | 0 | } |
236 | | |
237 | | static void |
238 | | TraverseLinetoVerticalAbs(const float* aArgs, SVGPathTraversalState& aState) |
239 | 0 | { |
240 | 0 | Point to(aState.pos.x, aArgs[0]); |
241 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
242 | 0 | aState.length += fabs(to.y - aState.pos.y); |
243 | 0 | aState.cp1 = aState.cp2 = to; |
244 | 0 | } |
245 | 0 | aState.pos = to; |
246 | 0 | } |
247 | | |
248 | | static void |
249 | | TraverseLinetoVerticalRel(const float* aArgs, SVGPathTraversalState& aState) |
250 | 0 | { |
251 | 0 | aState.pos.y += aArgs[0]; |
252 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
253 | 0 | aState.length += fabs(aArgs[0]); |
254 | 0 | aState.cp1 = aState.cp2 = aState.pos; |
255 | 0 | } |
256 | 0 | } |
257 | | |
258 | | static void |
259 | | TraverseCurvetoCubicAbs(const float* aArgs, SVGPathTraversalState& aState) |
260 | 0 | { |
261 | 0 | Point to(aArgs[4], aArgs[5]); |
262 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
263 | 0 | Point cp1(aArgs[0], aArgs[1]); |
264 | 0 | Point cp2(aArgs[2], aArgs[3]); |
265 | 0 | aState.length += (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); |
266 | 0 | aState.cp2 = cp2; |
267 | 0 | aState.cp1 = to; |
268 | 0 | } |
269 | 0 | aState.pos = to; |
270 | 0 | } |
271 | | |
272 | | static void |
273 | | TraverseCurvetoCubicSmoothAbs(const float* aArgs, SVGPathTraversalState& aState) |
274 | 0 | { |
275 | 0 | Point to(aArgs[2], aArgs[3]); |
276 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
277 | 0 | Point cp1 = aState.pos - (aState.cp2 - aState.pos); |
278 | 0 | Point cp2(aArgs[0], aArgs[1]); |
279 | 0 | aState.length += (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); |
280 | 0 | aState.cp2 = cp2; |
281 | 0 | aState.cp1 = to; |
282 | 0 | } |
283 | 0 | aState.pos = to; |
284 | 0 | } |
285 | | |
286 | | static void |
287 | | TraverseCurvetoCubicRel(const float* aArgs, SVGPathTraversalState& aState) |
288 | 0 | { |
289 | 0 | Point to = aState.pos + Point(aArgs[4], aArgs[5]); |
290 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
291 | 0 | Point cp1 = aState.pos + Point(aArgs[0], aArgs[1]); |
292 | 0 | Point cp2 = aState.pos + Point(aArgs[2], aArgs[3]); |
293 | 0 | aState.length += (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); |
294 | 0 | aState.cp2 = cp2; |
295 | 0 | aState.cp1 = to; |
296 | 0 | } |
297 | 0 | aState.pos = to; |
298 | 0 | } |
299 | | |
300 | | static void |
301 | | TraverseCurvetoCubicSmoothRel(const float* aArgs, SVGPathTraversalState& aState) |
302 | 0 | { |
303 | 0 | Point to = aState.pos + Point(aArgs[2], aArgs[3]); |
304 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
305 | 0 | Point cp1 = aState.pos - (aState.cp2 - aState.pos); |
306 | 0 | Point cp2 = aState.pos + Point(aArgs[0], aArgs[1]); |
307 | 0 | aState.length += (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to); |
308 | 0 | aState.cp2 = cp2; |
309 | 0 | aState.cp1 = to; |
310 | 0 | } |
311 | 0 | aState.pos = to; |
312 | 0 | } |
313 | | |
314 | | static void |
315 | | TraverseCurvetoQuadraticAbs(const float* aArgs, SVGPathTraversalState& aState) |
316 | 0 | { |
317 | 0 | Point to(aArgs[2], aArgs[3]); |
318 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
319 | 0 | Point cp(aArgs[0], aArgs[1]); |
320 | 0 | aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); |
321 | 0 | aState.cp1 = cp; |
322 | 0 | aState.cp2 = to; |
323 | 0 | } |
324 | 0 | aState.pos = to; |
325 | 0 | } |
326 | | |
327 | | static void |
328 | | TraverseCurvetoQuadraticSmoothAbs(const float* aArgs, |
329 | | SVGPathTraversalState& aState) |
330 | 0 | { |
331 | 0 | Point to(aArgs[0], aArgs[1]); |
332 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
333 | 0 | Point cp = aState.pos - (aState.cp1 - aState.pos); |
334 | 0 | aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); |
335 | 0 | aState.cp1 = cp; |
336 | 0 | aState.cp2 = to; |
337 | 0 | } |
338 | 0 | aState.pos = to; |
339 | 0 | } |
340 | | |
341 | | static void |
342 | | TraverseCurvetoQuadraticRel(const float* aArgs, SVGPathTraversalState& aState) |
343 | 0 | { |
344 | 0 | Point to = aState.pos + Point(aArgs[2], aArgs[3]); |
345 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
346 | 0 | Point cp = aState.pos + Point(aArgs[0], aArgs[1]); |
347 | 0 | aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); |
348 | 0 | aState.cp1 = cp; |
349 | 0 | aState.cp2 = to; |
350 | 0 | } |
351 | 0 | aState.pos = to; |
352 | 0 | } |
353 | | |
354 | | static void |
355 | | TraverseCurvetoQuadraticSmoothRel(const float* aArgs, |
356 | | SVGPathTraversalState& aState) |
357 | 0 | { |
358 | 0 | Point to = aState.pos + Point(aArgs[0], aArgs[1]); |
359 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
360 | 0 | Point cp = aState.pos - (aState.cp1 - aState.pos); |
361 | 0 | aState.length += (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to); |
362 | 0 | aState.cp1 = cp; |
363 | 0 | aState.cp2 = to; |
364 | 0 | } |
365 | 0 | aState.pos = to; |
366 | 0 | } |
367 | | |
368 | | static void |
369 | | TraverseArcAbs(const float* aArgs, SVGPathTraversalState& aState) |
370 | 0 | { |
371 | 0 | Point to(aArgs[5], aArgs[6]); |
372 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
373 | 0 | float dist = 0; |
374 | 0 | Point radii(aArgs[0], aArgs[1]); |
375 | 0 | if (radii.x == 0.0f || radii.y == 0.0f) { |
376 | 0 | dist = CalcDistanceBetweenPoints(aState.pos, to); |
377 | 0 | } else { |
378 | 0 | Point bez[4] = { aState.pos, Point(0, 0), Point(0, 0), Point(0, 0) }; |
379 | 0 | nsSVGArcConverter converter(aState.pos, to, radii, aArgs[2], |
380 | 0 | aArgs[3] != 0, aArgs[4] != 0); |
381 | 0 | while (converter.GetNextSegment(&bez[1], &bez[2], &bez[3])) { |
382 | 0 | dist += CalcBezLengthHelper(bez, 4, 0, SplitCubicBezier); |
383 | 0 | bez[0] = bez[3]; |
384 | 0 | } |
385 | 0 | } |
386 | 0 | aState.length += dist; |
387 | 0 | aState.cp1 = aState.cp2 = to; |
388 | 0 | } |
389 | 0 | aState.pos = to; |
390 | 0 | } |
391 | | |
392 | | static void |
393 | | TraverseArcRel(const float* aArgs, SVGPathTraversalState& aState) |
394 | 0 | { |
395 | 0 | Point to = aState.pos + Point(aArgs[5], aArgs[6]); |
396 | 0 | if (aState.ShouldUpdateLengthAndControlPoints()) { |
397 | 0 | float dist = 0; |
398 | 0 | Point radii(aArgs[0], aArgs[1]); |
399 | 0 | if (radii.x == 0.0f || radii.y == 0.0f) { |
400 | 0 | dist = CalcDistanceBetweenPoints(aState.pos, to); |
401 | 0 | } else { |
402 | 0 | Point bez[4] = { aState.pos, Point(0, 0), Point(0, 0), Point(0, 0) }; |
403 | 0 | nsSVGArcConverter converter(aState.pos, to, radii, aArgs[2], |
404 | 0 | aArgs[3] != 0, aArgs[4] != 0); |
405 | 0 | while (converter.GetNextSegment(&bez[1], &bez[2], &bez[3])) { |
406 | 0 | dist += CalcBezLengthHelper(bez, 4, 0, SplitCubicBezier); |
407 | 0 | bez[0] = bez[3]; |
408 | 0 | } |
409 | 0 | } |
410 | 0 | aState.length += dist; |
411 | 0 | aState.cp1 = aState.cp2 = to; |
412 | 0 | } |
413 | 0 | aState.pos = to; |
414 | 0 | } |
415 | | |
416 | | |
417 | | typedef void (*TraverseFunc)(const float*, SVGPathTraversalState&); |
418 | | |
419 | | static TraverseFunc gTraverseFuncTable[NS_SVG_PATH_SEG_TYPE_COUNT] = { |
420 | | nullptr, // 0 == PATHSEG_UNKNOWN |
421 | | TraverseClosePath, |
422 | | TraverseMovetoAbs, |
423 | | TraverseMovetoRel, |
424 | | TraverseLinetoAbs, |
425 | | TraverseLinetoRel, |
426 | | TraverseCurvetoCubicAbs, |
427 | | TraverseCurvetoCubicRel, |
428 | | TraverseCurvetoQuadraticAbs, |
429 | | TraverseCurvetoQuadraticRel, |
430 | | TraverseArcAbs, |
431 | | TraverseArcRel, |
432 | | TraverseLinetoHorizontalAbs, |
433 | | TraverseLinetoHorizontalRel, |
434 | | TraverseLinetoVerticalAbs, |
435 | | TraverseLinetoVerticalRel, |
436 | | TraverseCurvetoCubicSmoothAbs, |
437 | | TraverseCurvetoCubicSmoothRel, |
438 | | TraverseCurvetoQuadraticSmoothAbs, |
439 | | TraverseCurvetoQuadraticSmoothRel |
440 | | }; |
441 | | |
442 | | /* static */ void |
443 | | SVGPathSegUtils::TraversePathSegment(const float* aData, |
444 | | SVGPathTraversalState& aState) |
445 | 0 | { |
446 | 0 | static_assert(MOZ_ARRAY_LENGTH(gTraverseFuncTable) == |
447 | 0 | NS_SVG_PATH_SEG_TYPE_COUNT, |
448 | 0 | "gTraverseFuncTable is out of date"); |
449 | 0 | uint32_t type = DecodeType(aData[0]); |
450 | 0 | gTraverseFuncTable[type](aData + 1, aState); |
451 | 0 | } |