This is untrue: "expose an alpha-enabled display framebuffer as we do now"
1. Our servers don't have any alpha channel by default:
EGLint const config_attr[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_ALPHA_SIZE, 0, <==== No alpha requested
2. Our clients (those that are smart enough) don't have alpha by default either:
float mir_eglapp_background_opacity = 1.0f; ====> results in non-alpha pixel format selection
But those playing at home should remember that you don't need an alpha channel in either the server or client to do alpha-blending. You still get working shadows and Alt+mousewheel opacity in demo-shell without the need for an alpha channel in the destination buffer.
Alberto:
This is untrue: "expose an alpha-enabled display framebuffer as we do now"
1. Our servers don't have any alpha channel by default:
EGL_SURFACE_ TYPE, EGL_WINDOW_BIT,
EGL_RED_ SIZE, 8,
EGL_GREEN_ SIZE, 8,
EGL_BLUE_ SIZE, 8,
EGL_ALPHA_ SIZE, 0, <==== No alpha requested
EGLint const config_attr[] = {
2. Our clients (those that are smart enough) don't have alpha by default either: background_ opacity = 1.0f; ====> results in non-alpha pixel format selection
float mir_eglapp_
But those playing at home should remember that you don't need an alpha channel in either the server or client to do alpha-blending. You still get working shadows and Alt+mousewheel opacity in demo-shell without the need for an alpha channel in the destination buffer.