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Currently we're passing in a surface, a buffer, and an output. All of these things are available in the paint node. Further, if we pass in the paint node directly, we don't have to walk a list of paint nodes to figure out if the texture is used in the upcoming repaint. Signed-off-by: Derek Foreman <derek.foreman@collabora.com> |
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| .. | ||
| egl-glue.c | ||
| fragment.glsl | ||
| gl-renderer-internal.h | ||
| gl-renderer.c | ||
| gl-renderer.h | ||
| gl-shader-config-color-transformation.c | ||
| gl-shaders.c | ||
| meson.build | ||
| vertex.glsl | ||