Searched refs:scissor (Results 1 – 7 of 7) sorted by relevance
76 if (xd < GGLint(c->state.scissor.left)) { in ggl_copyPixels()77 GGLint offset = GGLint(c->state.scissor.left) - xd; in ggl_copyPixels()78 xd = GGLint(c->state.scissor.left); in ggl_copyPixels()82 if (yd < GGLint(c->state.scissor.top)) { in ggl_copyPixels()83 GGLint offset = GGLint(c->state.scissor.top) - yd; in ggl_copyPixels()84 yd = GGLint(c->state.scissor.top); in ggl_copyPixels()88 if ((xd + width) > GGLint(c->state.scissor.right)) { in ggl_copyPixels()89 width = GGLint(c->state.scissor.right) - xd; in ggl_copyPixels()91 if ((yd + height) > GGLint(c->state.scissor.bottom)) { in ggl_copyPixels()92 height = GGLint(c->state.scissor.bottom) - yd; in ggl_copyPixels()
216 if (l < GGLint(c->state.scissor.left)) { in aa_nice_pointx()217 xstart += TRI_FROM_INT(c->state.scissor.left-l); in aa_nice_pointx()218 l = GGLint(c->state.scissor.left); in aa_nice_pointx()220 if (t < GGLint(c->state.scissor.top)) { in aa_nice_pointx()221 ystart += TRI_FROM_INT(c->state.scissor.top-t); in aa_nice_pointx()222 t = GGLint(c->state.scissor.top); in aa_nice_pointx()224 if (r > GGLint(c->state.scissor.right)) { in aa_nice_pointx()225 r = GGLint(c->state.scissor.right); in aa_nice_pointx()227 if (b > GGLint(c->state.scissor.bottom)) { in aa_nice_pointx()228 b = GGLint(c->state.scissor.bottom); in aa_nice_pointx()[all …]
150 c->state.scissor.user_left = x; in ggl_scissor()151 c->state.scissor.user_top = y; in ggl_scissor()152 c->state.scissor.user_right = x + width; in ggl_scissor()153 c->state.scissor.user_bottom = y + height; in ggl_scissor()599 const int32_t l = c->state.scissor.user_left; in ggl_set_scissor()600 const int32_t t = c->state.scissor.user_top; in ggl_set_scissor()601 const int32_t r = c->state.scissor.user_right; in ggl_set_scissor()602 const int32_t b = c->state.scissor.user_bottom; in ggl_set_scissor()603 c->state.scissor.left = max(0, l); in ggl_set_scissor()604 c->state.scissor.right = min(c->state.buffers.color.width, r); in ggl_set_scissor()[all …]
99 const uint32_t l = c->state.scissor.left; in ggl_clear()100 const uint32_t t = c->state.scissor.top; in ggl_clear()101 uint32_t w = c->state.scissor.right - l; in ggl_clear()102 uint32_t h = c->state.scissor.bottom - t; in ggl_clear()
214 void (*scissor)(void* c, GGLint x, GGLint y, GGLsizei width, GGLsizei height); member
512 scissor_t scissor;
99 editor and strip out anything outside the opening and closing scissor lines. Failure to do