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render/pixman: avoid sqrt() in render_quad without rotation
When the matrix doesn't have a rotation, we can avoid a sqrt() call. Tested with Sway's tabbed containers.
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1 changed files with 8 additions and 4 deletions
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@ -230,10 +230,14 @@ static void pixman_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
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memcpy(m, matrix, sizeof(m));
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memcpy(m, matrix, sizeof(m));
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// TODO get the width/height from the caller instead of extracting them
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// TODO get the width/height from the caller instead of extracting them
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// TODO detect non rotation with matrix[1] == 0 and matrix[4] == 0 to avoid
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float width, height;
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// doing the calculation
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if (matrix[1] == 0.0 && matrix[3] == 0.0) {
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float width = sqrt(matrix[0] * matrix[0] + matrix[1] * matrix[1]);
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width = fabs(matrix[0]);
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float height = sqrt(matrix[3] * matrix[3] + matrix[4] * matrix[4]);
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height = fabs(matrix[4]);
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} else {
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width = sqrt(matrix[0] * matrix[0] + matrix[1] * matrix[1]);
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height = sqrt(matrix[3] * matrix[3] + matrix[4] * matrix[4]);
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}
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wlr_matrix_scale(m, 1.0 / width, 1.0 / height);
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wlr_matrix_scale(m, 1.0 / width, 1.0 / height);
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