opengl performance improvements #1410
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Low hanging fruit: change glWaitSync behavior
Optimize fragment shader to discard when invisible (alpha < 0.01)
Change shader (less branching due to non-uniform flow control)
Using a separate shader program as a "fast path" & using openGL blend func (executed on GPU ROP, less texture reads) shaves off another ~5%
Total improvement from ~80-85% to ~50-55% utilization when running 4 HD 50i channels each with 2 layers, close to 2.1 GPU utilization.