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

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