diff options
author | Simon Ser <contact@emersion.fr> | 2022-06-16 14:43:24 +0200 |
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committer | Simon Ser <contact@emersion.fr> | 2022-06-16 14:43:24 +0200 |
commit | 29291cb47cdaa72d1142a008fef3301dcb86dfac (patch) | |
tree | 77616ce5285dea16bc1ebe1a41e02b1ed3b80ce6 /render/vulkan | |
parent | f28c0e2046c59aeb9f014ef4c22d4517e38f4721 (diff) |
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.
Diffstat (limited to 'render/vulkan')
-rw-r--r-- | render/vulkan/texture.c | 9 |
1 files changed, 0 insertions, 9 deletions
diff --git a/render/vulkan/texture.c b/render/vulkan/texture.c index 26af9867..35b9562e 100644 --- a/render/vulkan/texture.c +++ b/render/vulkan/texture.c @@ -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, }; |