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Optimised the GL renderer to avoid splitting large rectangles into horizontal strips unnecessarily

This commit is contained in:
jules 2017-11-03 13:51:37 +00:00
parent ff0a72da7f
commit 9d56e2990d
7 changed files with 450 additions and 360 deletions

View file

@ -679,7 +679,7 @@ void EdgeTable::clipEdgeTableLineToRange (int* dest, const int x1, const int x2)
//==============================================================================
void EdgeTable::clipToRectangle (const Rectangle<int>& r)
void EdgeTable::clipToRectangle (Rectangle<int> r)
{
auto clipped = r.getIntersection (bounds);
@ -718,7 +718,7 @@ void EdgeTable::clipToRectangle (const Rectangle<int>& r)
}
}
void EdgeTable::excludeRectangle (const Rectangle<int>& r)
void EdgeTable::excludeRectangle (Rectangle<int> r)
{
auto clipped = r.getIntersection (bounds);

View file

@ -72,8 +72,8 @@ public:
~EdgeTable();
//==============================================================================
void clipToRectangle (const Rectangle<int>& r);
void excludeRectangle (const Rectangle<int>& r);
void clipToRectangle (Rectangle<int> r);
void excludeRectangle (Rectangle<int> r);
void clipToEdgeTable (const EdgeTable&);
void clipLineToMask (int x, int y, const uint8* mask, int maskStride, int numPixels);
bool isEmpty() noexcept;