gl-renderer: use a loop in draw_output_borders()
Pure refactoring to make the code easier to read. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
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@ -1317,7 +1317,7 @@ draw_output_borders(struct weston_output *output,
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struct gl_output_state *go = get_output_state(output);
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struct gl_renderer *gr = get_renderer(output->compositor);
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const struct weston_size *fb = &go->fb_size;
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struct weston_geometry g;
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unsigned side;
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if (border_status == BORDER_STATUS_CLEAN)
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return; /* Clean. Nothing to do. */
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@ -1339,24 +1339,14 @@ draw_output_borders(struct weston_output *output,
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glActiveTexture(GL_TEXTURE0);
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if (border_status & BORDER_TOP_DIRTY) {
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g = output_get_border_area(go, GL_RENDERER_BORDER_TOP);
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draw_output_border_texture(gr, go, &sconf, GL_RENDERER_BORDER_TOP,
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g.x, g.y, g.width, g.height);
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}
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if (border_status & BORDER_LEFT_DIRTY) {
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g = output_get_border_area(go, GL_RENDERER_BORDER_LEFT);
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draw_output_border_texture(gr, go, &sconf, GL_RENDERER_BORDER_LEFT,
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g.x, g.y, g.width, g.height);
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}
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if (border_status & BORDER_RIGHT_DIRTY) {
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g = output_get_border_area(go, GL_RENDERER_BORDER_RIGHT);
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draw_output_border_texture(gr, go, &sconf, GL_RENDERER_BORDER_RIGHT,
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g.x, g.y, g.width, g.height);
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}
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if (border_status & BORDER_BOTTOM_DIRTY) {
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g = output_get_border_area(go, GL_RENDERER_BORDER_BOTTOM);
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draw_output_border_texture(gr, go, &sconf, GL_RENDERER_BORDER_BOTTOM,
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for (side = 0; side < 4; side++) {
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struct weston_geometry g;
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if (!(border_status & (1 << side)))
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continue;
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g = output_get_border_area(go, side);
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draw_output_border_texture(gr, go, &sconf, side,
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g.x, g.y, g.width, g.height);
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}
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}
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