Re: [Mesa-dev] Question about handling RGBA/BGRA in etnaviv driver

2017-02-08 Thread Wladimir J. van der Laan
> > Another way that I just realized would be to convert a texture to BGRA the > > first time it's rendered to. > > > > In contrast to the shader solution that has only a one-time overhead. Is > > this a stupid idea for any reason? > We are doing something similar to convert sampled textures to t

Re: [Mesa-dev] Question about handling RGBA/BGRA in etnaviv driver

2017-02-03 Thread Erik Faye-Lund
On Fri, Feb 3, 2017 at 11:06 AM, Wladimir wrote: > Yes, but it seems suboptimal, incurring overhead on every rendered pixel. Why would this incur overhead? Can't the etnaviv-hardware perform swizzles for free? I'd assume you could just remap writes to gl_FragColor-compoents... > > Another way th

Re: [Mesa-dev] Question about handling RGBA/BGRA in etnaviv driver

2017-02-03 Thread Christian Gmeiner
Hi Wladimir, 2017-02-03 11:06 GMT+01:00 Wladimir : > Yes, but it seems suboptimal, incurring overhead on every rendered pixel. > > Another way that I just realized would be to convert a texture to BGRA the > first time it's rendered to. > > In contrast to the shader solution that has only a one-ti

Re: [Mesa-dev] Question about handling RGBA/BGRA in etnaviv driver

2017-02-03 Thread Lucas Stach
Hi Wladimir, this is about the userspace component of the driver, so dri-devel isn't the correct list for this question, you should instead CC the MESA dev list, even if mostly the same people hang out on those lists. Done that for you now. Regards, Lucas Am Freitag, den 03.02.2017, 10:56 +01

Re: [Mesa-dev] Question about handling RGBA/BGRA in etnaviv driver

2017-02-03 Thread Wladimir
Yes, but it seems suboptimal, incurring overhead on every rendered pixel. Another way that I just realized would be to convert a texture to BGRA the first time it's rendered to. In contrast to the shader solution that has only a one-time overhead. Is this a stupid idea for any reason? Wladimir