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[texture] remove redundant if (paint_opacity == 0) bailout
clutter_texture_paint shouldn't need to optimize the case where paint_opacity == 0 and bailout, since we've been doing this optimization for all actors in clutter_actor_paint for a while now.
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@ -525,14 +525,6 @@ clutter_texture_paint (ClutterActor *self)
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gfloat t_w, t_h;
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guint8 paint_opacity = clutter_actor_get_paint_opacity (self);
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if (paint_opacity == 0)
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{
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/* Bail early if painting the actor would be a no-op, custom actors that
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* might cause a lot of work/state changes should all do this.
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*/
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return;
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}
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if (priv->fbo_handle != COGL_INVALID_HANDLE)
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update_fbo (self);
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