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

@ -54,7 +54,6 @@ void wlr_renderer_init(struct wlr_renderer *renderer,
const struct wlr_renderer_impl *impl);
struct wlr_texture_impl {
bool (*is_opaque)(struct wlr_texture *texture);
bool (*write_pixels)(struct wlr_texture *texture,
uint32_t stride, uint32_t width, uint32_t height,
uint32_t src_x, uint32_t src_y, uint32_t dst_x, uint32_t dst_y,