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authorSimon Ser <contact@emersion.fr>2021-07-11 19:44:57 +0200
committerSimon Zeni <simon@bl4ckb0ne.ca>2021-07-12 09:16:09 -0400
commit55449738142d41b8e0f7c21f086d85c6570e3dad (patch)
tree44973e014f747d64825840baca7d71ceac94a029
parent9dba176e8d0ceee456de2aa9ac91908b740628e2 (diff)
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.
-rw-r--r--render/gles2/renderer.c15
1 files changed, 13 insertions, 2 deletions
diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c
index 0e6109ab..6317399f 100644
--- a/render/gles2/renderer.c
+++ b/render/gles2/renderer.c
@@ -204,8 +204,6 @@ static void gles2_begin(struct wlr_renderer *wlr_renderer, uint32_t width,
wlr_matrix_projection(renderer->projection, width, height,
WL_OUTPUT_TRANSFORM_NORMAL);
- // enable transparency
- glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
// XXX: maybe we should save output projection and remove some of the need
@@ -294,6 +292,12 @@ static bool gles2_render_subtexture_with_matrix(
push_gles2_debug(renderer);
+ if (!texture->has_alpha && alpha == 1.0) {
+ glDisable(GL_BLEND);
+ } else {
+ glEnable(GL_BLEND);
+ }
+
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex);
@@ -348,6 +352,13 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
wlr_matrix_transpose(gl_matrix, gl_matrix);
push_gles2_debug(renderer);
+
+ if (color[3] == 1.0) {
+ glDisable(GL_BLEND);
+ } else {
+ glEnable(GL_BLEND);
+ }
+
glUseProgram(renderer->shaders.quad.program);
glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);