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The majority of KMS devices support pre-multiplied encoded framebuffers. But a few of them don't. This adds support for such devices. In-shader blending is required for this, and it shouldn't work on devices that don't support it. For now this works only with the GL-renderer. Note: this should never work with test quirks gl_force_full_redraw_of_shadow_fb and blending_impl == WESTON_BLENDING_IMPL_FF. Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com> |
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| .. | ||
| meson.build | ||
| vulkan-pipeline.c | ||
| vulkan-pixel-format.c | ||
| vulkan-renderer-internal.h | ||
| vulkan-renderer.c | ||
| vulkan-renderer.h | ||
| vulkan_fragment_shader.frag | ||
| vulkan_vertex_shader_surface.vert | ||
| vulkan_vertex_shader_texcoord.vert | ||