Store shadows in GL_R8 textures when possible

Review Request #121521 - Created Dec. 15, 2014 and submitted

Information
Fredrik Höglund
kwin
master
Reviewers
kwin

This uses 75% less memory for shadow textures.

In reality the savings are a lot less, since each shadow is stored both in a single texture and in eight unused ARGB32 pixmaps.

commit c2d68fd7dcf947daa3254b3412181dc3b60fe03f
Author: Fredrik Höglund <fredrik@kde.org>
Date:   Sat Dec 13 14:43:56 2014 +0100

    Store shadows in GL_R8 textures when possible

commit dca28247477ca4a5c7447830aee12ad046b36496
Author: Fredrik Höglund <fredrik@kde.org>
Date:   Sat Dec 13 14:39:46 2014 +0100

    Avoid converting images in GLTexture when possible

    Don't convert the QImage when the image format can be specified as
    a format/type combination to glTex(Sub)Image().

commit d09d709db2ee3e79b3b85cca32ac08c1acae6931
Author: Fredrik Höglund <fredrik@kde.org>
Date:   Sat Dec 13 14:30:59 2014 +0100

    Add GLTexture::setSwizzle()

    This method allows the caller to specify which component of a texel
    is placed in each respective component of the vector returned to the
    shader.

commit 8d9bddf0ffb7f1e3d69f900babab149f7d1039c6
Author: Fredrik Höglund <fredrik@kde.org>
Date:   Sat Dec 13 14:28:33 2014 +0100

    Add an internalFormat parameter to the GLTexture ctor

    This parameter is ignored on GLES.

  

Issues

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Description From Last Updated
maybe add a new overload for it? That way it needs adjusting all the code and it needs us to ... Martin Flöser Martin Flöser
Martin Flöser
Fredrik Höglund
Review request changed

Status: Closed (submitted)

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