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authorSimon Ser <contact@emersion.fr>2022-06-16 14:43:24 +0200
committerSimon Ser <contact@emersion.fr>2022-06-16 14:43:24 +0200
commit29291cb47cdaa72d1142a008fef3301dcb86dfac (patch)
tree77616ce5285dea16bc1ebe1a41e02b1ed3b80ce6 /render/wlr_texture.c
parentf28c0e2046c59aeb9f014ef4c22d4517e38f4721 (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/wlr_texture.c')
-rw-r--r--render/wlr_texture.c7
1 files changed, 0 insertions, 7 deletions
diff --git a/render/wlr_texture.c b/render/wlr_texture.c
index 36cbf136..fa864d02 100644
--- a/render/wlr_texture.c
+++ b/render/wlr_texture.c
@@ -71,13 +71,6 @@ struct wlr_texture *wlr_texture_from_buffer(struct wlr_renderer *renderer,
return renderer->impl->texture_from_buffer(renderer, buffer);
}
-bool wlr_texture_is_opaque(struct wlr_texture *texture) {
- if (!texture->impl->is_opaque) {
- return false;
- }
- return texture->impl->is_opaque(texture);
-}
-
bool wlr_texture_write_pixels(struct wlr_texture *texture,
uint32_t stride, uint32_t width, uint32_t height,
uint32_t src_x, uint32_t src_y, uint32_t dst_x, uint32_t dst_y,