Chop quads exactly on the clip bounds, so we don't spend CPU cycles walking them
when we're above or below the clip.

Still to do:
- chop in X to avoid 16.16. overflow in the edgelist
- apply the same logic for cubics (tho much harder math)



git-svn-id: http://skia.googlecode.com/svn/trunk@88 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/core/SkEdge.h b/src/core/SkEdge.h
index 5b0cc75..eb50a42 100644
--- a/src/core/SkEdge.h
+++ b/src/core/SkEdge.h
@@ -75,7 +75,7 @@
     SkFixed fQDDx, fQDDy;
     SkFixed fQLastX, fQLastY;
 
-    int setQuadratic(const SkPoint pts[3], const SkIRect* clip, int shiftUp);
+    int setQuadratic(const SkPoint pts[3], int shiftUp);
     int updateQuadratic();
 };