Yes certainly. But software decompression of textures really should
never happen in games (performance of software rasterization really
FWIW, that's how we handle support for cards that don't support texture compression as we store our textures pre- compressed. I agree though that it doesn't make sense to expose the extension if the hardware can't handle it. The app is much better suited to work around the lack of texture compression than DRI/Mesa.
One case where having pure software decompression is interesting is indirect rendering. I'd much rather send a compressed texture over ethernet than an uncompressed texture. Of course, how interesting that actually is in practice seems to wax and wane as time goes by...
BTW, Kyro I/II is an interesting example as they expose GL_EXT_texture_compression_s3tc though only implement DXT1 in hardware.
That is interesting. I wonder if they still support the VQ from their older chips...
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