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authorDudemanguy <random342@airmail.cc>2022-04-06 23:01:21 -0500
committerDudemanguy <random342@airmail.cc>2022-04-11 18:14:22 +0000
commit2c2a856f2512843d12931a1f6f5b15ea76db8502 (patch)
tree075f6fd3e2d1b44b01b86861bc03f4a56ae90137 /player
parent5edc49adc96b45479383483a0d53db7f48d1e362 (diff)
downloadmpv-2c2a856f2512843d12931a1f6f5b15ea76db8502.tar.bz2
mpv-2c2a856f2512843d12931a1f6f5b15ea76db8502.tar.xz
wayland: unify visibility checking code
A bit of a personal pet peeve. vulkan, opengl, and wlshm all had different methods for doing wayland's "check for visibility before drawing" thing. The specific backend doesn't matter in this case and the logic should all be shared. Additionally, the external swapchain that the opengl code on wayland uses is done away with and it instead copies vulkan by using a param. This keeps things looking more uniform across backends and also makes it easier to extend to other platforms (see the next couple of commits).
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