render: Clip lines before Bresenham algorithm generates points.
Otherwise, a massive line might generate gigabytes worth of points to render, which the backend would simply throw away anyhow. Fixes #8113. (cherry picked from commit 4339647d900bb8559ac3f6258166d21fe6d72a9a)main
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db7f6425d0
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983f178b7d
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@ -2755,6 +2755,18 @@ static int RenderLineBresenham(SDL_Renderer *renderer, int x1, int y1, int x2, i
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int retval;
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int retval;
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SDL_bool isstack;
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SDL_bool isstack;
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SDL_FPoint *points;
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SDL_FPoint *points;
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SDL_Rect clip_rect;
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/* the backend might clip this further to the clipping rect, but we
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just want a basic safety against generating millions of points for
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massive lines. */
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clip_rect.x = (int) renderer->viewport.x;
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clip_rect.y = (int) renderer->viewport.y;
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clip_rect.w = (int) renderer->viewport.w;
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clip_rect.h = (int) renderer->viewport.h;
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if (!SDL_IntersectRectAndLine(&clip_rect, &x1, &y1, &x2, &y2)) {
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return 0;
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}
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deltax = SDL_abs(x2 - x1);
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deltax = SDL_abs(x2 - x1);
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deltay = SDL_abs(y2 - y1);
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deltay = SDL_abs(y2 - y1);
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