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author | Dudemanguy <random342@airmail.cc> | 2022-04-06 23:01:21 -0500 |
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committer | Dudemanguy <random342@airmail.cc> | 2022-04-11 18:14:22 +0000 |
commit | 2c2a856f2512843d12931a1f6f5b15ea76db8502 (patch) | |
tree | 075f6fd3e2d1b44b01b86861bc03f4a56ae90137 /player | |
parent | 5edc49adc96b45479383483a0d53db7f48d1e362 (diff) | |
download | mpv-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).
Diffstat (limited to 'player')
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