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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.
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f28c0e2046
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29291cb47c
10 changed files with 42 additions and 35 deletions
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@ -33,14 +33,6 @@ static VkImageAspectFlagBits mem_plane_aspect(unsigned i) {
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}
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}
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static bool vulkan_texture_is_opaque(struct wlr_texture *wlr_texture) {
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struct wlr_vk_texture *texture = vulkan_get_texture(wlr_texture);
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const struct wlr_pixel_format_info *format_info = drm_get_pixel_format_info(
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texture->format->drm_format);
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assert(format_info);
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return !format_info->has_alpha;
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}
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// Will transition the texture to shaderReadOnlyOptimal layout for reading
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// from fragment shader later on
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static bool write_pixels(struct wlr_texture *wlr_texture,
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@ -199,7 +191,6 @@ static void vulkan_texture_unref(struct wlr_texture *wlr_texture) {
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}
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static const struct wlr_texture_impl texture_impl = {
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.is_opaque = vulkan_texture_is_opaque,
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.write_pixels = vulkan_texture_write_pixels,
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.destroy = vulkan_texture_unref,
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};
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