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authorSamuel Rødal <sroedal@trolltech.com>2009-09-17 08:52:05 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2009-09-21 14:37:50 (GMT)
commit32c3de3d02193c994c701f085cd64d864563bac0 (patch)
tree3f763c49f5e8f1bb3949abd45d139216d927f649 /src/opengl/opengl.pro
parentc6d2ec67384d5b0a4f9108277888d4aaf0e2f6d2 (diff)
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Optimized GL2 engine to use scissor clipping more aggressively.
There's no reason to stop using a scissor clip when a more complex clip is set. Instead, we can use a combination of scissoring and depth clipping to represent the final clip. When intersecting with a new clip path, if the clip path is a rectangle we simply intersect it against the scissor clip, and otherwise we intersect its bounding rect against the scissor clip and write the actual path to the depth buffer. The patch simplifies the logic in clip() quite a bit, except in the UniteClip case in which we don't care about performance anyways. It also fixes a bug which could cause rendering errors if the stencil buffer contains junk before painting. Reviewed-by: Gunnar Sletta
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