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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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| .. | ||
| allocator | ||
| gles2 | ||
| pixman | ||
| vulkan | ||
| dmabuf.c | ||
| drm_format_set.c | ||
| egl.c | ||
| meson.build | ||
| pixel_format.c | ||
| swapchain.c | ||
| wlr_renderer.c | ||
| wlr_texture.c | ||