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	wlr_scene: Add opaque region blend mode optimization
If we are only rendering within a region of the surface that is advertised as opaque, we can choose no blending
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					 1 changed files with 10 additions and 2 deletions
				
			
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			@ -1089,7 +1089,6 @@ struct wlr_scene_node *wlr_scene_node_at(struct wlr_scene_node *node,
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	return NULL;
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}
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static void scene_node_render(struct wlr_scene_node *node, const struct render_data *data) {
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	int x, y;
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	wlr_scene_node_coords(node, &x, &y);
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			@ -1114,6 +1113,12 @@ static void scene_node_render(struct wlr_scene_node *node, const struct render_d
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	scene_node_get_size(node, &dst_box.width, &dst_box.height);
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	scale_box(&dst_box, data->scale);
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	pixman_region32_t opaque;
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	pixman_region32_init(&opaque);
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	scene_node_opaque_region(node, x, y, &opaque);
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	scale_output_damage(&opaque, data->scale);
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	pixman_region32_subtract(&opaque, &render_region, &opaque);
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	transform_output_box(&dst_box, data);
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	transform_output_damage(&render_region, data);
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			@ -1157,12 +1162,15 @@ static void scene_node_render(struct wlr_scene_node *node, const struct render_d
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			.clip = &render_region,
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			.alpha = &scene_buffer->opacity,
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			.filter_mode = scene_buffer->filter_mode,
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			.blend_mode = pixman_region32_not_empty(&opaque) ?
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				WLR_RENDER_BLEND_MODE_PREMULTIPLIED : WLR_RENDER_BLEND_MODE_NONE,
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		});
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		wl_signal_emit_mutable(&scene_buffer->events.output_present, data->output);
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		break;
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	}
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	pixman_region32_fini(&opaque);
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	pixman_region32_fini(&render_region);
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}
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