Marek Olšák <[email protected]> writes: > Even though GL has no support for 1bpp textures, they can be supported > indirectly. You can do the 1bpp <-> 8bpp conversion on the GPU using a > simple fragment shader. All you need is GL 3.0.
I'm not sure how you'd manage to draw to a 1bpp target with the GPU using a fragment shader? Even still, there's no particular reason to struggle with it when we can simply use a directly supported format. > Same for A8. You can do the swizzling in the fragment shader for GLES, > but I'm not sure why we care about it. GL is superior to it and > eventually we would like to use GL_ARB_buffer_storage for vertex > uploads in glamor, which isn't available for GLES. Yeah, GLES is not our favorite API, but I think one of the goals for Glamor should be to easily stick X on top of any random existing driver, including GLES (even though it will suck more than real GL). -- [email protected]
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