On 17 March 2010 14:48, Roderick Colenbrander thunderbird2k@gmail.com wrote:
This first patch disables hardware accelerated 8-bit blitting. This code will completely use the shader backend later on and won't require hacks like 'paletteOverride'.
I'm not sure breaking things is the right approach?
On Wed, Mar 17, 2010 at 2:54 PM, Henri Verbeet hverbeet@gmail.com wrote:
On 17 March 2010 14:48, Roderick Colenbrander thunderbird2k@gmail.com wrote:
This first patch disables hardware accelerated 8-bit blitting. This code will completely use the shader backend later on and won't require hacks like 'paletteOverride'.
I'm not sure breaking things is the right approach?
Well, I discussed the situation with Stefan last weekend. He preferred if I would make BltOverride a little bit nicer before I improved the p8 stuff. He considered it a safe move to disable this for now. Within a few patches I can fix this (after the 'offscreen surface -> render target' code has been cleaned up). The main thing which basically needs to happen is that during blit->set_shader the palette needs to be loaded. Those patches are mostly done but have to be brought over to latest git and some might need some minor cleanups but I didn't have time for those (I have been quite sick this week).
Roderick
On 17 March 2010 15:08, Roderick Colenbrander thunderbird2k@gmail.com wrote:
Well, I discussed the situation with Stefan last weekend. He preferred if I would make BltOverride a little bit nicer before I improved the p8 stuff. He considered it a safe move to disable this for now. Within
Cleaning things up is ok, but you should avoid breaking things if it can be reasonably avoided.
Am 17.03.2010 um 15:14 schrieb Henri Verbeet:
On 17 March 2010 15:08, Roderick Colenbrander thunderbird2k@gmail.com wrote:
Well, I discussed the situation with Stefan last weekend. He preferred if I would make BltOverride a little bit nicer before I improved the p8 stuff. He considered it a safe move to disable this for now. Within
Cleaning things up is ok, but you should avoid breaking things if it can be reasonably avoided.
Fwiw, this patch shouldn't break the rendering result, in the worst case it just makes the performance a bit slower. I doubt that the current P8 GL blitting implementation is faster than the software fallback due to the P8->ARGB8 surface unpacking.