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author | Samuel Rødal <samuel.rodal@nokia.com> | 2010-12-09 16:17:22 (GMT) |
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committer | Samuel Rødal <samuel.rodal@nokia.com> | 2010-12-09 16:27:23 (GMT) |
commit | 0c7687458c524252dae26deb32f7a3b8a38491f5 (patch) | |
tree | 6de5ea6f13c1e9682d90367b29eaf031d29d7709 /src | |
parent | a23cab16dd4dd3505578d2747debaa28a21190ea (diff) | |
download | Qt-0c7687458c524252dae26deb32f7a3b8a38491f5.zip Qt-0c7687458c524252dae26deb32f7a3b8a38491f5.tar.gz Qt-0c7687458c524252dae26deb32f7a3b8a38491f5.tar.bz2 |
Try using pure scissor clip in GL 2 engine for rotations.
As long as the final clip area is rectangular and axis aligned we can
use a scissor clip. This prevents performance problems when doing
90-degree rotated rectangle clips.
Reviewed-by: Bjørn Erik Nilsen
Diffstat (limited to 'src')
-rw-r--r-- | src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp index ac41c04..7045fe9 100644 --- a/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp +++ b/src/opengl/gl2paintengineex/qpaintengineex_opengl2.cpp @@ -2141,7 +2141,11 @@ void QGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) const QPointF* const points = reinterpret_cast<const QPointF*>(path.points()); QRectF rect(points[0], points[2]); - if (state()->matrix.type() <= QTransform::TxScale) { + if (state()->matrix.type() <= QTransform::TxScale + || (state()->matrix.type() == QTransform::TxRotate + && qFuzzyIsNull(state()->matrix.m11()) + && qFuzzyIsNull(state()->matrix.m22()))) + { state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect()); d->updateClipScissorTest(); return; |