Revert "[Tizen] Add screen and client rotation itself function"
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-algorithms.cpp
index a8d2162..0061b87 100644 (file)
@@ -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<GLuint>& boundTextures,
-                                                 int orientation )
+                                                 Vector<GLuint>& 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<GLuint>& boundTextures,
-                                                 int orientation )
+                                                 Vector<GLuint>& boundTextures )
 {
   DALI_PRINT_RENDER_INSTRUCTION( instruction, bufferIndex );
 
@@ -551,8 +493,7 @@ void RenderAlgorithms::ProcessRenderInstruction( const RenderInstruction& instru
                            *projectionMatrix,
                             depthBufferAvailable,
                             stencilBufferAvailable,
-                            boundTextures,
-                            orientation );
+                            boundTextures );
       }
     }
   }