render/gles2: disable blending opportunistically
We don't always need to enable blending: when the texture doesn't have alpha or when the color is opaque, we can disable it.
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@ -204,8 +204,6 @@ static void gles2_begin(struct wlr_renderer *wlr_renderer, uint32_t width,
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wlr_matrix_projection(renderer->projection, width, height,
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wlr_matrix_projection(renderer->projection, width, height,
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WL_OUTPUT_TRANSFORM_NORMAL);
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WL_OUTPUT_TRANSFORM_NORMAL);
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// enable transparency
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// XXX: maybe we should save output projection and remove some of the need
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// XXX: maybe we should save output projection and remove some of the need
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@ -294,6 +292,12 @@ static bool gles2_render_subtexture_with_matrix(
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push_gles2_debug(renderer);
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push_gles2_debug(renderer);
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if (!texture->has_alpha && alpha == 1.0) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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}
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(texture->target, texture->tex);
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glBindTexture(texture->target, texture->tex);
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@ -348,6 +352,13 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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push_gles2_debug(renderer);
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push_gles2_debug(renderer);
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if (color[3] == 1.0) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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}
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glUseProgram(renderer->shaders.quad.program);
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glUseProgram(renderer->shaders.quad.program);
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glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
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glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
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