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Optimised the GL renderer to avoid splitting large rectangles into horizontal strips unnecessarily
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ff0a72da7f
commit
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7 changed files with 450 additions and 360 deletions
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@ -679,7 +679,7 @@ void EdgeTable::clipEdgeTableLineToRange (int* dest, const int x1, const int x2)
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//==============================================================================
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void EdgeTable::clipToRectangle (const Rectangle<int>& r)
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void EdgeTable::clipToRectangle (Rectangle<int> r)
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{
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auto clipped = r.getIntersection (bounds);
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@ -718,7 +718,7 @@ void EdgeTable::clipToRectangle (const Rectangle<int>& r)
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}
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}
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void EdgeTable::excludeRectangle (const Rectangle<int>& r)
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void EdgeTable::excludeRectangle (Rectangle<int> r)
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{
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auto clipped = r.getIntersection (bounds);
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@ -72,8 +72,8 @@ public:
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~EdgeTable();
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//==============================================================================
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void clipToRectangle (const Rectangle<int>& r);
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void excludeRectangle (const Rectangle<int>& r);
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void clipToRectangle (Rectangle<int> r);
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void excludeRectangle (Rectangle<int> r);
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void clipToEdgeTable (const EdgeTable&);
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void clipLineToMask (int x, int y, const uint8* mask, int maskStride, int numPixels);
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bool isEmpty() noexcept;
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