Hi Jose, Thanks for the review.
Jose Fonseca <jfons...@vmware.com> writes: > ----- Original Message ----- >> From: Richard Sandiford <r.sandif...@uk.ibm.com> >> >> RGBA8888 has R at byte 0 and A at byte 3, regardless of platform >> endianness. > > Maybe I'm missing something, but this naming convention seems to me > the exact opposite of what was decided [1], which is: > > - R at byte 0, ..., and A at byte 3, regardless of platform endianness would > be called "R8G8B8A8" > > - R at bit 0, ..., A at bit 24, encoded as integers that match the platform > endianness would be called "RGBA8888" > > which would be consistent with (as in a superset of) D3D10 format > naming. Yeah, it's supposed to be that way round in the patches. RGBA8888 is a 32-bit int with R in the high 8 bits and A in the low 8 bits. R8G8B8A8 is an array of 4 bytes in the order { R, G, B, A }. I think it was just the comment in the covering note that had it the wrong way around -- sorry about that. Thanks, Richard _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev