On Llu, 2004-02-23 at 16:35, Ian Romanick wrote:
Alternately, this might be a case where writing a little assembly conversion routine would help. If we assume at least a 486 instruction set (eh-hem!), the core of the BGR to ARGB conversion should take about 6 or 7 instructions, including the pointer increments. It may even be worthwhile to do an MMX optimized version. Dunno.
It should actually be hard to write one that doesnt saturate memory bandwidth. I guess prefetch instructions might help a bit. For raw memcpy the kernel prefetches about 320 bytes ahead in order for prefetch to actually kick in and be useful.
I suspect the various closed-source drivers are highly tuned in this area. I'm sure there are tons, but do you know of any websites with tips in this area?
For texture RGB888 is that 24bit packed or with 8bits of empty ?
Packed. Each texel is 3 bytes, with no padding. Even if there were padding, we'd still have to set the alpha component to 0xff for each texel as we upload.
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