color: use gegl_buffer_set_color()
In gegl:color, override GeglOperationSource::process(), instead of GeglOperationPointRender::process(), and simply call gegl_buffer_set_color() to fill the output buffer, instead of doing this manually. gegl_buffer_set_color() can more efficiently reuse a single COW-ed tile. Opt out of multithreading, since it's no longer beneficial.
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