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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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| .. | ||
| wlr_buffer.h | ||
| wlr_data_device.h | ||
| wlr_keyboard.h | ||
| wlr_matrix.h | ||
| wlr_output.h | ||
| wlr_region.h | ||
| wlr_scene.h | ||
| wlr_seat.h | ||
| wlr_tablet_v2.h | ||
| wlr_xdg_shell.h | ||