WindowServer: Optimize rendering
We now use SSE2 to do alpha blending on 4 pixels at a time where possible and use memcpy instead of manual loops for non blended regions.
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@@ -96,7 +96,8 @@ private:
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BAN::Vector<RangeList> m_pending_syncs;
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BAN::UniqPtr<LibImage::Image> m_background_image;
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// NOTE: same size as framebuffer
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BAN::Vector<uint32_t> m_background_image;
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State m_state { State::Normal };
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bool m_is_mod_key_held { false };
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