gl-renderer: Remove clip_simple() from clipper
clip_simple() isn't used anymore outside of the clipper. This commit removes it to simplify the clipper API. Its implementation is moved straight to the axis-aligned quad clipping path of clip_transformed(). Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
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@ -279,19 +279,6 @@ clip_polygon_bottom(struct clip_context *ctx, const struct polygon8 *src,
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return ctx->vertices - dst;
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}
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WESTON_EXPORT_FOR_TESTS int
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clip_simple(struct clip_context *ctx,
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struct polygon8 *surf,
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struct clip_vertex *restrict vertices)
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{
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int i;
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for (i = 0; i < surf->n; i++) {
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vertices[i].x = CLIP(surf->pos[i].x, ctx->clip.x1, ctx->clip.x2);
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vertices[i].y = CLIP(surf->pos[i].y, ctx->clip.y1, ctx->clip.y2);
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}
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return surf->n;
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}
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WESTON_EXPORT_FOR_TESTS int
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clip_transformed(struct clip_context *ctx,
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const struct polygon8 *surf,
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@ -332,14 +319,19 @@ clip_quad(struct gl_quad *quad, pixman_box32_t *surf_rect,
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.clip.x2 = surf_rect->x2,
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.clip.y2 = surf_rect->y2,
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};
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int n;
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int i, n;
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/* Simple case: quad edges are parallel to surface rect edges, there
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* will be either four or zero edges. We just need to clip the quad to
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* the surface rect bounds and test for non-zero area:
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*/
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if (quad->axis_aligned) {
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clip_simple(&ctx, &quad->vertices, vertices);
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for (i = 0; i < 4; i++) {
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vertices[i].x = CLIP(quad->vertices.pos[i].x,
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ctx.clip.x1, ctx.clip.x2);
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vertices[i].y = CLIP(quad->vertices.pos[i].y,
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ctx.clip.y1, ctx.clip.y2);
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}
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if ((vertices[0].x != vertices[1].x) &&
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(vertices[0].y != vertices[2].y))
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return 4;
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@ -57,11 +57,6 @@ struct clip_context {
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float
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float_difference(float a, float b);
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int
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clip_simple(struct clip_context *ctx,
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struct polygon8 *surf,
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struct clip_vertex *restrict vertices);
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int
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clip_transformed(struct clip_context *ctx,
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const struct polygon8 *surf,
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