optimize a bit rootston renderer if there's no surface transform
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@ -63,24 +63,28 @@ static void render_surface(struct wlr_surface *surface,
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float scale[16];
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float scale[16];
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wlr_matrix_scale(&scale, render_width, render_height, 1);
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wlr_matrix_scale(&scale, render_width, render_height, 1);
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float surface_translate_center[16];
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wlr_matrix_translate(&surface_translate_center, 0.5, 0.5, 0);
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float surface_transform[16];
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wlr_matrix_transform(surface_transform,
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wlr_output_transform_invert(surface->current->transform));
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float surface_translate_origin[16];
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wlr_matrix_translate(&surface_translate_origin, -0.5, -0.5, 0);
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float transform[16];
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float transform[16];
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wlr_matrix_mul(&translate_center, &rotate, &transform);
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wlr_matrix_mul(&translate_center, &rotate, &transform);
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wlr_matrix_mul(&transform, &translate_origin, &transform);
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wlr_matrix_mul(&transform, &translate_origin, &transform);
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wlr_matrix_mul(&transform, &scale, &transform);
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wlr_matrix_mul(&transform, &scale, &transform);
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wlr_matrix_mul(&transform, &surface_translate_center, &transform);
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if (surface->current->transform != WL_OUTPUT_TRANSFORM_NORMAL) {
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wlr_matrix_mul(&transform, &surface_transform, &transform);
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float surface_translate_center[16];
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wlr_matrix_mul(&transform, &surface_translate_origin, &transform);
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wlr_matrix_translate(&surface_translate_center, 0.5, 0.5, 0);
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float surface_transform[16];
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wlr_matrix_transform(surface_transform,
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wlr_output_transform_invert(surface->current->transform));
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float surface_translate_origin[16];
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wlr_matrix_translate(&surface_translate_origin, -0.5, -0.5, 0);
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wlr_matrix_mul(&transform, &surface_translate_center,
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&transform);
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wlr_matrix_mul(&transform, &surface_transform, &transform);
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wlr_matrix_mul(&transform, &surface_translate_origin,
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&transform);
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}
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wlr_matrix_mul(&wlr_output->transform_matrix, &transform, &matrix);
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wlr_matrix_mul(&wlr_output->transform_matrix, &transform, &matrix);
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