optimize a bit rootston renderer if there's no surface transform
@@ -63,6 +63,12 @@ static void render_surface(struct wlr_surface *surface,
float scale[16];
wlr_matrix_scale(&scale, render_width, render_height, 1);
+ float transform[16];
+ wlr_matrix_mul(&translate_center, &rotate, &transform);
+ wlr_matrix_mul(&transform, &translate_origin, &transform);
+ wlr_matrix_mul(&transform, &scale, &transform);
+
+ if (surface->current->transform != WL_OUTPUT_TRANSFORM_NORMAL) {
float surface_translate_center[16];
wlr_matrix_translate(&surface_translate_center, 0.5, 0.5, 0);
@@ -73,14 +79,12 @@ static void render_surface(struct wlr_surface *surface,
float surface_translate_origin[16];
wlr_matrix_translate(&surface_translate_origin, -0.5, -0.5, 0);
- float transform[16];
- wlr_matrix_mul(&translate_center, &rotate, &transform);
- wlr_matrix_mul(&transform, &translate_origin, &transform);
- wlr_matrix_mul(&transform, &scale, &transform);
-
- wlr_matrix_mul(&transform, &surface_translate_center, &transform);
+ wlr_matrix_mul(&transform, &surface_translate_center,
+ &transform);
wlr_matrix_mul(&transform, &surface_transform, &transform);
- wlr_matrix_mul(&transform, &surface_translate_origin, &transform);
+ wlr_matrix_mul(&transform, &surface_translate_origin,
+ &transform);
+ }
wlr_matrix_mul(&wlr_output->transform_matrix, &transform, &matrix);
