Thanks a lot!
I'll try it.


On 12月9日, 上午11时00分, Mathias Agopian <[EMAIL PROTECTED]> wrote:
> Hi,
>
> On Mon, Dec 8, 2008 at 6:19 PM, FlyCry <[EMAIL PROTECTED]> wrote:
>
> > When I try to add a new pixel format for my board, I found a macro
> >    GGL_PIXEL_FORMAT_RGB_888     =   3,  // 3x8-bit RGB
> > I can use this format. Because the LCDC can use this 3x8-bit
> > framebuffer to BGR666 output.
> > And also I modified the EGLDisplaySurface.cpp to
> > GGL_PIXEL_FORMAT_RGB_888.
> > At that moment, I found red and blue are exchanged. Because of LCDC
> > BGR666 output.
> > So I modified load_store.cpp to exchange red and blue.
> > Will the whole modified code break OpenGL?
>
> Yes.
>
> > Or if I want to use
> > GGL_PIXEL_FORMAT_RGB_888, is there any way to make it to BGR without
> > any change to load_store.cpp
>
> Yes. You need to create a new format, with a new unused constant. The
> constant is a index in an array in pixelflinger/format.cpp -- you need
> to add the format's description there (just swap the values for R and
> B). Make sure EGLDisplaySurface.cpp returns your new format.
>
> And it should just work :-)
>
> Mathias
>
> ?
>
>
>
> > Thanks
>
> > On 12月8日, 下午3时50分, Mathias Agopian <[EMAIL PROTECTED]> wrote:
> >> Hi,
>
> >> I talked about this a little bit in my 2nd answer to this thread. You
> >> will have to create a new BGR pixel-format and use this one. Adding a
> >> pixel format to the system is not too hard, but it requires adding a
> >> constant into multiple files (and make sure they all match).
>
> >> For your information, a 32-bits BGR format has been added to the
> >> system after 1.0 was released (it is needed for the GPU to render into
> >> 32-bits surfaces).
>
> >> Have a look at pixelflinger's format.cpp, this is where the
> >> pixelformats are defined, it will ripple from there (the corresponding
> >> header file has a list of the other files that must be updated).
>
> >> Eventually, I should define all the useful pixelformat enums somewhere
> >> so that we don't have collisions when people add new formats.
>
> >> In theory pixelfinger can handle pretty much any pixel configuration;
> >> so we could add a mechanism to create formats at runtime, which would
> >> also avoid the namespace problem.
>
> >> Mathias
>
> >> On Sun, Dec 7, 2008 at 8:39 PM, FlyCry <[EMAIL PROTECTED]> wrote:
>
> >> > Hi, Mathias. Sorry to reply until now, cause somthing else I have to
> >> > deal with in my job.
> >> > I modified the assembly code of load_store.cpp. You mean that it would
> >> > break GL_RGB? So if LCDC needs a BGR framebuffer, but android gives an
> >> > RGB. What can I do to work it out? Could android give BGR display?
>
> >> > On 12月5日, 上午8时44分, David Given <[EMAIL PROTECTED]> wrote:
> >> >> Mathias Agopian wrote:
>
> >> >> [...]
>
> >> >> > I don't understand what "looking at a GL_RGB pixel in a word" means. A
> >> >> > word has 32 bits, GL_RGB has 24.
>
> >> >> Well, I thought it was pretty obvious --- you load your 24 bits, in
> >> >> natural order, into the bottom end of a quad, exactly the same way that
> >> >> you'd load a 32 bit value or a 16 bit value or an 8 bit value!
>
> >> >> The only thing that makes it the slightest bit complicated is that
> >> >> GL_RGB is unaligned so you wouldn't be able to use a simple LDR
> >> >> instruction, but that's just an implementation issue.
>
> >> >> --
> >> >> ┌─── dg@cowlark.com ─────http://www.cowlark.com─────
> >> >> │
> >> >> │ ⍎'⎕',∊N⍴⊂S←'←⎕←(3=T)⋎M⋏2=T←⊃+/(V⌽"⊂M),(V⊝"M),(V,⌽V)⌽"(V,V←1⎺1)⊝"⊂M)'
> >> >> │ --- Conway's Game Of Life, in one line of APL
>
> >> >>  signature.asc
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>
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