path: root/Development/Documentation/GlamorPerformance.mdwn
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authorAdamJackson <AdamJackson@web>2016-12-07 18:47:43 +0000
committerxorg <>2016-12-07 18:47:43 +0000
commite550d2902b99c99ca9559aa005d6e51bfae461d5 (patch)
treeb066400798797b3c0d710d3cd857f4fb31aa77af /Development/Documentation/GlamorPerformance.mdwn
parent291012b0cbc15244fe5437613397e3c7b3f13ee0 (diff)
pseudocolor (lol)
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@@ -75,3 +75,7 @@ Switching among shader programs isn't free. Would be worth investigating whether
Currently we flush in BlockHandler, which is quite often. Strictly speaking we only need to do this when we're trying to synchronize between the X and GL command streams (or, arguably, when sending damage events), and can otherwise let the implicit flush in SwapBuffers do the job for us.
The GL sync extensions should be able to help us out with this, though on at least i965 they're equivalent to a flush so they're not _that_ much help.
+## Pseudocolor
+Glamor doesn't accelerate drawing to pseudocolor at all. Probably a "good enough" solution would be to draw to the 8bpp surface in software as normal, and expand to 32bpp with a paletted texture (or equivalently, dependent texture lookups). Drawing to R8 directly would be... let's say "difficult".