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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