Thank you, Mathias!
I have succeed in 18 bpp display at andriod with your great help.

On 12月9日, 下午12时40分, FlyCry <[EMAIL PROTECTED]> wrote:
> 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
> > >> >> < 1K查看下载- 隐藏被引用文字 -
>
> > >> - 显示引用的文字 -- 隐藏被引用文字 -
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