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authorMichael Brasser <michael.brasser@nokia.com>2010-03-15 23:18:45 (GMT)
committerMichael Brasser <michael.brasser@nokia.com>2010-03-15 23:21:39 (GMT)
commita0f2c60dd9f6f44b7016f879b5b3ec32c665fdb9 (patch)
treeec15735d68f20c19698cc41765220036ba1d21b2 /src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
parentad70622193f8a34c28b6536521f8612e0b500fbf (diff)
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Optimize drawPixmapFragments for the GL2 paint engine.
In this case, we don't need QGL2PEXVertexArray to keep track of min and max information. Reviewed-by: Samuel
Diffstat (limited to 'src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp')
-rw-r--r--src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
index d68a268..1884138 100644
--- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
+++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp
@@ -1696,23 +1696,23 @@ void QGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragmen
QGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c);
QGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c);
- vertexCoordinateArray.lineToArray(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
- vertexCoordinateArray.lineToArray(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y);
- vertexCoordinateArray.lineToArray(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
- vertexCoordinateArray.lineToArray(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
- vertexCoordinateArray.lineToArray(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y);
- vertexCoordinateArray.lineToArray(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y);
+ vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y);
QGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy,
(fragments[i].sourceLeft + fragments[i].width) * dx,
(fragments[i].sourceTop + fragments[i].height) * dy);
- textureCoordinateArray.lineToArray(src.right, src.bottom);
- textureCoordinateArray.lineToArray(src.right, src.top);
- textureCoordinateArray.lineToArray(src.left, src.top);
- textureCoordinateArray.lineToArray(src.left, src.top);
- textureCoordinateArray.lineToArray(src.left, src.bottom);
- textureCoordinateArray.lineToArray(src.right, src.bottom);
+ textureCoordinateArray.addVertex(src.right, src.bottom);
+ textureCoordinateArray.addVertex(src.right, src.top);
+ textureCoordinateArray.addVertex(src.left, src.top);
+ textureCoordinateArray.addVertex(src.left, src.top);
+ textureCoordinateArray.addVertex(src.left, src.bottom);
+ textureCoordinateArray.addVertex(src.right, src.bottom);
qreal opacity = fragments[i].opacity * q->state()->opacity;
opacityArray << opacity << opacity << opacity << opacity << opacity << opacity;