> > 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
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
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
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
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