X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Finternal%2Frender%2Fcommon%2Frender-algorithms.cpp;h=0061b87e6ed4fd871968e66d6ee43fbafaa12887;hb=f690706a5f0b4c2d553fbc52a36bb76d8f65f69a;hp=a8d2162aa91cc0c96761408f3b3b26035592169d;hpb=334f6b0076e89e77baf29fe67e05de62783dbd6c;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/internal/render/common/render-algorithms.cpp b/dali/internal/render/common/render-algorithms.cpp index a8d2162..0061b87 100644 --- a/dali/internal/render/common/render-algorithms.cpp +++ b/dali/internal/render/common/render-algorithms.cpp @@ -231,7 +231,7 @@ inline void SetupDepthBuffer( const RenderItem& item, Context& context, bool dep * @param[in] item The current RenderItem about to be rendered * @param[in] context The context */ -inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Context& context, int orientation ) +inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Context& context ) { // Get the number of child scissors in the stack (do not include layer or root box). size_t childStackDepth = mScissorStack.size() - 1u; @@ -292,30 +292,7 @@ inline void RenderAlgorithms::SetupScissorClipping( const RenderItem& item, Cont if( scissorEnabled ) { ClippingBox useScissorBox( mScissorStack.back() ); - GLint x = useScissorBox.x; - GLint y = useScissorBox.y; - if( orientation == 90 ) - { - x = mViewportRectangle.height - (useScissorBox.y + useScissorBox.height); - y = useScissorBox.x; - context.Scissor( x, y, useScissorBox.height, useScissorBox.width ); - } - else if( orientation == 180 ) - { - x = mViewportRectangle.width - (useScissorBox.x + useScissorBox.width); - y = mViewportRectangle.height - (useScissorBox.y + useScissorBox.height); - context.Scissor( x, y, useScissorBox.width, useScissorBox.height ); - } - else if( orientation == 270 ) - { - x = useScissorBox.y; - y = mViewportRectangle.width - (useScissorBox.x + useScissorBox.width); - context.Scissor( x, y, useScissorBox.height, useScissorBox.width ); - } - else - { - context.Scissor( x, y, useScissorBox.width, useScissorBox.height ); - } + context.Scissor( useScissorBox.x, useScissorBox.y, useScissorBox.width, useScissorBox.height ); } } } @@ -325,8 +302,7 @@ inline void RenderAlgorithms::SetupClipping( const RenderItem& item, bool& usedStencilBuffer, uint32_t& lastClippingDepth, uint32_t& lastClippingId, - Integration::StencilBufferAvailable stencilBufferAvailable, - int orientation ) + Integration::StencilBufferAvailable stencilBufferAvailable ) { RenderMode::Type renderMode = RenderMode::AUTO; const Renderer *renderer = item.mRenderer; @@ -348,7 +324,7 @@ inline void RenderAlgorithms::SetupClipping( const RenderItem& item, // As both scissor and stencil clips can be nested, we may be simultaneously traversing up the scissor tree, requiring a scissor to be un-done. Whilst simultaneously adding a new stencil clip. // We process both based on our current and old clipping depths for each mode. // Both methods with return rapidly if there is nothing to be done for that type of clipping. - SetupScissorClipping( item, context, orientation ); + SetupScissorClipping( item, context ); if( stencilBufferAvailable == Integration::StencilBufferAvailable::TRUE ) { @@ -414,8 +390,7 @@ inline void RenderAlgorithms::ProcessRenderList( const RenderList& renderList, const Matrix& projectionMatrix, Integration::DepthBufferAvailable depthBufferAvailable, Integration::StencilBufferAvailable stencilBufferAvailable, - Vector& boundTextures, - int orientation ) + Vector& boundTextures ) { DALI_PRINT_RENDER_LIST( renderList ); @@ -432,45 +407,13 @@ inline void RenderAlgorithms::ProcessRenderList( const RenderList& renderList, mViewportRectangle = context.GetViewport(); mHasLayerScissor = false; - if( orientation == 90 || orientation == 270 ) - { - int temp = mViewportRectangle.width; - mViewportRectangle.width = mViewportRectangle.height; - mViewportRectangle.height = temp; - } - // Setup Scissor testing (for both viewport and per-node scissor) mScissorStack.clear(); if( renderList.IsClipping() ) { context.SetScissorTest( true ); const ClippingBox& layerScissorBox = renderList.GetClippingBox(); - GLint x = layerScissorBox.x; - GLint y = layerScissorBox.y; - - if( orientation == 90 ) - { - x = mViewportRectangle.height - (layerScissorBox.y + layerScissorBox.height); - y = layerScissorBox.x; - context.Scissor( x, y, layerScissorBox.height, layerScissorBox.width ); - } - else if( orientation == 180 ) - { - x = mViewportRectangle.width - (layerScissorBox.x + layerScissorBox.width); - y = mViewportRectangle.height - (layerScissorBox.y + layerScissorBox.height); - context.Scissor( x, y, layerScissorBox.width, layerScissorBox.height ); - } - else if( orientation == 270 ) - { - x = layerScissorBox.y; - y = mViewportRectangle.width - (layerScissorBox.x + layerScissorBox.width); - context.Scissor( x, y, layerScissorBox.height, layerScissorBox.width ); - } - else - { - context.Scissor( x, y, layerScissorBox.width, layerScissorBox.height ); - } - + context.Scissor( layerScissorBox.x, layerScissorBox.y, layerScissorBox.width, layerScissorBox.height ); mScissorStack.push_back( layerScissorBox ); mHasLayerScissor = true; } @@ -489,7 +432,7 @@ inline void RenderAlgorithms::ProcessRenderList( const RenderList& renderList, // Set up clipping based on both the Renderer and Actor APIs. // The Renderer API will be used if specified. If AUTO, the Actors automatic clipping feature will be used. - SetupClipping( item, context, usedStencilBuffer, lastClippingDepth, lastClippingId, stencilBufferAvailable, orientation ); + SetupClipping( item, context, usedStencilBuffer, lastClippingDepth, lastClippingId, stencilBufferAvailable ); if( DALI_LIKELY( item.mRenderer ) ) { @@ -521,8 +464,7 @@ void RenderAlgorithms::ProcessRenderInstruction( const RenderInstruction& instru BufferIndex bufferIndex, Integration::DepthBufferAvailable depthBufferAvailable, Integration::StencilBufferAvailable stencilBufferAvailable, - Vector& boundTextures, - int orientation ) + Vector& boundTextures ) { DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex ); @@ -551,8 +493,7 @@ void RenderAlgorithms::ProcessRenderInstruction( const RenderInstruction& instru *projectionMatrix, depthBufferAvailable, stencilBufferAvailable, - boundTextures, - orientation ); + boundTextures ); } } }