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Previously, we would precalculate "alpha blend factors" on every configuration update and then calculate the source and destination blending factors in one go using all these factors. The idea here was probably that we would get better performance by avoiding branching. However, by measuring blending performance in Quake III, it seems that this simpler version that only calculates the required factors reduces the CPU time spent in `rasterize_triangle` by 3%. As a bonus, `GL_SRC_ALPHA_SATURATE` is now also implemented.
3.7 KiB
3.7 KiB