433 lines
13 KiB
C
433 lines
13 KiB
C
#include "evas_common.h"
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#include "evas_blend_private.h"
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#ifdef BUILD_SCALE_SMOOTH
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# ifdef BUILD_MMX
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# undef SCALE_USING_MMX
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# define SCALE_USING_MMX
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# endif
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#endif
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#define FPI 8
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#define FPI1 (1 << (FPI))
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#define FPIH (1 << (FPI - 1))
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#define FPFPI1 (1 << (FP + FPI))
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typedef struct _Line Line;
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typedef struct _Span Span;
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struct _Span
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{
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int x1, x2;
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FPc o1, o2, z1, z2;
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FPc u[2], v[2];
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DATA32 col[2];
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};
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struct _Line
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{
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Span span[2];
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};
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static FPc
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_interp(int x1, int x2, int p, FPc u1, FPc u2)
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{
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FPc u;
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x2 -= x1;
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p -= x1;
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u = u2 - u1;
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u = (u * p) / (x2 + 1);
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// FIXME: do z persp
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return u1 + u;
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}
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static DATA32
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_interp_col(int x1, int x2, int p, DATA32 col1, DATA32 col2)
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{
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x2 -= x1;
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p -= x1;
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p = (p << 8) / (x2 + 1);
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// FIXME: do z persp
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return INTERP_256(p, col2, col1);
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}
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static void
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_limit(Span *s, int c1, int c2, int nocol)
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{
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if (s->x1 < c1)
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{
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s->u[0] = _interp(s->x1, s->x2, c1, s->u[0], s->u[1]);
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s->v[0] = _interp(s->x1, s->x2, c1, s->v[0], s->v[1]);
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if (!nocol)
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s->col[0] = _interp_col(s->x1, s->x2, c1, s->col[0], s->col[1]);
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s->x1 = c1;
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s->o1 = c1 << FP;
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// FIXME: do s->z1
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}
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if (s->x2 > c2)
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{
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s->u[1] = _interp(s->x1, s->x2, c2, s->u[0], s->u[1]);
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s->v[1] = _interp(s->x1, s->x2, c2, s->v[0], s->v[1]);
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if (!nocol)
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s->col[1] = _interp_col(s->x1, s->x2, c2, s->col[0], s->col[1]);
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s->x2 = c2;
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s->o2 = c2 << FP;
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// FIXME: do s->z2
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}
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}
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// 12.63 % of time - this can improve
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static void
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_calc_spans(RGBA_Map_Point *p, Line *spans, int ystart, int yend, int cx, int cy __UNUSED__, int cw, int ch __UNUSED__)
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{
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int i, y, yp, yy;
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int py[4];
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int edge[4][4], edge_num, swapped, order[4];
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FPc uv[4][2], u, v, x, h, t, uu, vv;
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DATA32 col[4];
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#if 1 // maybe faster on x86?
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for (i = 0; i < 4; i++) py[i] = p[i].y >> FP;
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# define PY(x) (py[x])
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#else
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# define PY(x) (p[x].y >> FP)
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#endif
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if ((PY(0) == PY(1)) && (PY(0) == PY(2)) && (PY(0) == PY(3)))
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{
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int leftp, rightp;
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int nocol = 1;
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leftp = rightp = 0;
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for (i = 1; i < 4; i++)
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{
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if (p[i].x < p[leftp].x) leftp = i;
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if (p[i].x > p[rightp].x) rightp = i;
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if (p[i].col != 0xffffffff) nocol = 0;
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}
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for (y = ystart; y <= yend; y++)
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{
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yp = y - ystart;
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if (y == PY(0))
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{
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i = 0;
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spans[yp].span[i].x1 = p[leftp].x >> FP;
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spans[yp].span[i].o1 = p[leftp].x;
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spans[yp].span[i].u[0] = p[leftp].u;
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spans[yp].span[i].v[0] = p[leftp].v;
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spans[yp].span[i].col[0] = p[leftp].col;
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spans[yp].span[i].x2 = p[rightp].x >> FP;
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spans[yp].span[i].o2 = p[rightp].x;
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spans[yp].span[i].u[1] = p[rightp].u;
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spans[yp].span[i].v[1] = p[rightp].v;
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spans[yp].span[i].col[1] = p[rightp].col;
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if ((spans[yp].span[i].x1 >= (cx + cw)) ||
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(spans[yp].span[i].x2 < cx))
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spans[yp].span[i].x1 = -1;
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else
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{
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_limit(&(spans[yp].span[i]), cx, cx + cw, nocol);
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i++;
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spans[yp].span[i].x1 = -1;
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}
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}
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else
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spans[yp].span[0].x1 = -1;
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}
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return;
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}
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for (y = ystart; y <= yend; y++)
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{
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int nocol = 1;
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yp = y - ystart;
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edge_num = 0;
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for (i = 0; i < 4; i++)
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{
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if ((PY(i) <= y) && (PY((i + 1) % 4) > y))
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{
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edge[edge_num][0] = i;
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edge[edge_num][1] = (i + 1) % 4;
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edge_num++;
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}
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else if ((PY((i + 1) % 4) <= y) && (PY(i) > y))
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{
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edge[edge_num][0] = (i + 1) % 4;
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edge[edge_num][1] = i;
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edge_num++;
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}
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if (p[i].col != 0xffffffff) nocol = 0;
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}
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// calculate line x points for each edge
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for (i = 0; i < edge_num; i++)
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{
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int e1 = edge[i][0];
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int e2 = edge[i][1];
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FPc t256;
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h = (p[e2].y - p[e1].y) >> FP; // height of edge
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if (h < 1) h = 1;
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t = (((y << FP) + (FP1 / 2) - 1) - p[e1].y) >> FP;
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x = p[e2].x - p[e1].x;
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x = p[e1].x + ((x * t) / h);
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/*
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// FIXME: 3d accuracy here
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// XXX t needs adjusting. above its a linear interp point
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// only.
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//
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// // FIXME: do in fixed pt. reduce divides
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evas_common_cpu_end_opt();
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//
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int foc = 512, z0 = 0, px = 320, py = 240; // FIXME: need from map points
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//
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float focf, hf;
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float z1, z2, y1, y2, dz, dy, zt, dydz, yt;
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focf = foc;
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hf = h;
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// adjust for fixed point and focal length and z0 for map
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z1 = (p[e1].z >> FP) - z0 + foc;
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z2 = (p[e2].z >> FP) - z0 + foc;
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// deltas
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dz = z1 - z2;
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if (dz != 0)
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{
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int pt;
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// adjust for perspective point (being 0 0)
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y1 = (p[e1].y >> FP) - py;
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y2 = (p[e2].y >> FP) - py;
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// correct for x &y not being in world coords - screen coords
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y1 = (y1 * z1) / focf;
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y2 = (y2 * z2) / focf;
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// deltas
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dy = y1 - y2;
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yt = y - py;
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dydz = dy / dz;
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zt = (y2 - (dydz * z2)) / ((yt / focf) - dydz);
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pt = t;
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t = ((z1 - zt) * hf) / dz;
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}
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*/
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u = p[e2].u - p[e1].u;
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uu = u >> FP;
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if (uu < 0) uu = -uu;
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if (uu == h)
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{
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yy = ((y << FP) - p[e1].y) >> FP;
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if (u > 0)
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u = p[e1].u + (yy << FP);
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else
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u = p[e1].u - (yy << FP) - (FP1 - 1);
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}
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else
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{
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if (u >= 0)
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u = p[e1].u + ((u * t) / h);
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else
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u = p[e1].u + (((u * t) - (FP1 / 2)) / h);
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}
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v = p[e2].v - p[e1].v;
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vv = v >> FP;
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if (vv < 0) vv = -vv;
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if (vv == h)
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{
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yy = ((y << FP) - p[e1].y) >> FP;
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if (v > 0)
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v = p[e1].v + (yy << FP);
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else
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v = p[e1].v - (yy << FP) - (FP1 - 1);
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}
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else
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{
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if (v >= 0)
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v = p[e1].v + ((v * t) / h);
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else
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v = p[e1].v + (((v * t) - (FP1 / 2)) / h);
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}
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// FIXME: 3d accuracy for color too
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t256 = (t << 8) / h; // maybe * 255?
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col[i] = INTERP_256(t256, p[e2].col, p[e1].col);
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// FIXME: store z persp
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uv[i][1] = v;
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uv[i][0] = u;
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edge[i][2] = x >> FP;
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edge[i][3] = x;
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// also fill in order
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order[i] = i;
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}
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// sort edges from left to right - bubble. its a small list!
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do
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{
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swapped = 0;
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for (i = 0; i < (edge_num - 1); i++)
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{
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if (edge[order[i]][2] > edge[order[i + 1]][2])
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{
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t = order[i];
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order[i] = order[i + 1];
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order[i + 1] = t;
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swapped = 1;
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}
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}
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}
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while (swapped);
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if (edge_num == 2)
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{
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i = 0;
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spans[yp].span[i].x1 = edge[order[0]][2];
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spans[yp].span[i].o1 = edge[order[0]][3];
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spans[yp].span[i].u[0] = uv[order[0]][0];
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spans[yp].span[i].v[0] = uv[order[0]][1];
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spans[yp].span[i].col[0] = col[order[0]];
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spans[yp].span[i].x2 = edge[order[1]][2];
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spans[yp].span[i].o2 = edge[order[1]][3];
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spans[yp].span[i].u[1] = uv[order[1]][0];
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spans[yp].span[i].v[1] = uv[order[1]][1];
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spans[yp].span[i].col[1] = col[order[1]];
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if ((spans[yp].span[i].x1 >= (cx + cw)) ||
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(spans[yp].span[i].x2 < cx))
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spans[yp].span[i].x1 = -1;
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else
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{
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_limit(&(spans[yp].span[i]), cx, cx + cw, nocol);
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i++;
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spans[yp].span[i].x1 = -1;
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}
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}
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else if (edge_num == 4)
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{
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i = 0;
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spans[yp].span[i].x1 = edge[order[0]][2];
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spans[yp].span[i].u[0] = uv[order[0]][0];
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spans[yp].span[i].v[0] = uv[order[0]][1];
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spans[yp].span[i].col[0] = col[order[0]];
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spans[yp].span[i].x2 = edge[order[1]][2];
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spans[yp].span[i].u[1] = uv[order[1]][0];
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spans[yp].span[i].v[1] = uv[order[1]][1];
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spans[yp].span[i].col[1] = col[order[1]];
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if ((spans[yp].span[i].x1 >= (cx + cw)) ||
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(spans[yp].span[i].x2 < cx))
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spans[yp].span[i].x1 = -1;
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else
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{
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_limit(&(spans[yp].span[i]), cx, cx + cw, nocol);
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i++;
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}
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spans[yp].span[i].x1 = edge[order[2]][2];
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spans[yp].span[i].u[0] = uv[order[2]][0];
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spans[yp].span[i].v[0] = uv[order[2]][1];
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spans[yp].span[i].col[0] = col[order[2]];
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spans[yp].span[i].x2 = edge[order[3]][2];
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spans[yp].span[i].u[1] = uv[order[3]][0];
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spans[yp].span[i].v[1] = uv[order[3]][1];
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spans[yp].span[i].col[1] = col[order[3]];
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if ((spans[yp].span[i].x1 >= (cx + cw)) ||
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(spans[yp].span[i].x2 < cx))
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spans[yp].span[i].x1 = -1;
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else
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{
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int l = cx;
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if (i > 0) l = spans[yp].span[i - 1].x2;
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_limit(&(spans[yp].span[i]), l, cx + cw, nocol);
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}
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}
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else
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spans[yp].span[0].x1 = -1;
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}
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}
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#ifdef BUILD_SCALE_SMOOTH
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# ifdef BUILD_MMX
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# undef FUNC_NAME
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# define FUNC_NAME evas_common_map_rgba_internal_mmx
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# undef SCALE_USING_MMX
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# define SCALE_USING_MMX
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# include "evas_map_image_internal.c"
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# endif
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# ifdef BUILD_C
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# undef FUNC_NAME
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# define FUNC_NAME evas_common_map_rgba_internal
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# undef SCALE_USING_MMX
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# include "evas_map_image_internal.c"
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# endif
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#endif
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EAPI void
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evas_common_map_rgba(RGBA_Image *src, RGBA_Image *dst,
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RGBA_Draw_Context *dc,
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int npoints __UNUSED__, RGBA_Map_Point *p,
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int smooth, int level)
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{
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#ifdef BUILD_MMX
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int mmx, sse, sse2;
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#endif
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Cutout_Rects *rects;
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Cutout_Rect *r;
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int c, cx, cy, cw, ch;
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int i;
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if (src->cache_entry.space == EVAS_COLORSPACE_ARGB8888)
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evas_cache_image_load_data(&src->cache_entry);
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evas_common_image_colorspace_normalize(src);
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if (!src->image.data) return;
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#ifdef BUILD_MMX
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evas_common_cpu_can_do(&mmx, &sse, &sse2);
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#endif
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if ((!dc->cutout.rects) && (!dc->clip.use))
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{
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#ifdef BUILD_MMX
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if (mmx)
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evas_common_map_rgba_internal_mmx(src, dst, dc, p, smooth, level);
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else
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#endif
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#ifdef BUILD_C
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evas_common_map_rgba_internal(src, dst, dc, p, smooth, level);
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#endif
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return;
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}
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/* save out clip info */
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c = dc->clip.use; cx = dc->clip.x; cy = dc->clip.y; cw = dc->clip.w; ch = dc->clip.h;
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evas_common_draw_context_clip_clip(dc, 0, 0, dst->cache_entry.w, dst->cache_entry.h);
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/* our clip is 0 size.. abort */
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if ((dc->clip.w <= 0) || (dc->clip.h <= 0))
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{
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dc->clip.use = c; dc->clip.x = cx; dc->clip.y = cy; dc->clip.w = cw; dc->clip.h = ch;
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return;
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}
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rects = evas_common_draw_context_apply_cutouts(dc);
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for (i = 0; i < rects->active; ++i)
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{
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r = rects->rects + i;
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evas_common_draw_context_set_clip(dc, r->x, r->y, r->w, r->h);
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#ifdef BUILD_MMX
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if (mmx)
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evas_common_map_rgba_internal_mmx(src, dst, dc, p, smooth, level);
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else
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#endif
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#ifdef BUILD_C
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evas_common_map_rgba_internal(src, dst, dc, p, smooth, level);
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#endif
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}
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evas_common_draw_context_apply_clear_cutouts(rects);
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/* restore clip info */
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dc->clip.use = c; dc->clip.x = cx; dc->clip.y = cy; dc->clip.w = cw; dc->clip.h = ch;
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}
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