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Dave Airlie wrote:
> Hey,
> 
> So I've been playing with radeon FBOs and have run into a problem with how 
> to allow apps to get an FBOs that isn't swrast fallback :-)
> 
> radeons can by default render to ARGB8888, ARGB4444, RGB565 mostly, now in 
> this case when the app asks for a texture format of GL_RGBA, 
> GL_UNSIGNED_BYTE, we return by default a texture format, of 
> &_mesa_texformat_rgba8888_rev
> 
> This allows us to do memcpy texture uploads in theory, however
> when it comes time to render to that texture, I have to go hit a sw 
> fallback which sucks badly.
> 
> I see my options as 
> a) apps are smart, ignore problem and move on.
> b) pick FBO friendly texture formats by default at the expense of textures
> c) magically change the texture format when I realise something is 
> rendering to it (is this possible any ideas?)
> d) at least for r300, hack up the fragment shader to swizzle the outputs
> though I think for dest blending this might not work like I think it 
> would.
> 
> hopes nobody tells me the FBO spec covers this and I'm lazy :)

The intention when we wrote the FBO spec is that drivers would do either
B or C.  In the typical usage an application won't supply a texture with
data and render to it.  Apps will usually do one or the other.  Since
you should be able to quickly reformat the component order of a buffer
once it's already in card memory, C is probably the best performance
choice.  However, B is a lot less code to write.

As you point out, D won't work.  As for A...seriously? :)
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