render/texture: drop wlr_texture_is_opaque

Whether a texture is opaque or not doesn't depend on the renderer
at all, it just depends on the source buffer. Instead of forcing
all renderers to implement wlr_texture_impl.is_opaque, let's move
this in common code and use the wlr_buffer format to know whether
a texture will be opaque.
This commit is contained in:
Simon Ser 2022-06-16 14:43:24 +02:00
parent f28c0e2046
commit 29291cb47c
10 changed files with 42 additions and 35 deletions

View file

@ -69,4 +69,13 @@ struct wlr_dmabuf_buffer *dmabuf_buffer_create(
*/
bool dmabuf_buffer_drop(struct wlr_dmabuf_buffer *buffer);
/**
* Check whether a buffer is fully opaque.
*
* When true is returned, the buffer is guaranteed to be fully opaque, but the
* reverse is not true: false may be returned in cases where the buffer is fully
* opaque.
*/
bool buffer_is_opaque(struct wlr_buffer *buffer);
#endif