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

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