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For pictures without alpha, and for most other formats for GLES2, we would make a temporary FBO, make another temporary texture, upload our GLAMOR_MEMORY pixmap to the texture, then run the "finish access" shader across it to swizzle its values around into the temporary FBO (which we would use for a single Render operation and then throw away). We can simplify everything by using GL_ARB_texture_swizzle (or its GLES3 counterpart). It's just not worth the complexity to try to improve the performance of this already low-performance path (SHM pixmaps + Render) on GLES2. Reviewed-by: Adam Jackson <ajax@redhat.com> Signed-off-by: Eric Anholt <eric@anholt.net>
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