forked from joejulian/gio
cea8e21f97
The default renderer tracks opaque rectangle draw operations and render them front-to-back with a z-buffer to omit overdraw. However, - Overlapping opaque rectangles are rare in a GUI, and the most common instance, a solid window background, is already optimized to a glClear. - A z-buffer is memory heavy. - We conservatively assume a 16-bit depth buffer, which limits the number of drawing operations to 64k (#127). - Depth buffer support makes GPU ports more complex, especially for upcoming ports (Metal, Vulkan). - The compute renderer doesn't use z-buffers. This change removes the optimization; a follow-up removes GPU backend support. Fixes gio#127 Signed-off-by: Elias Naur <mail@eliasnaur.com>