Daniel Stone <dan...@fooishbar.org> writes: > They do just store ARGB pixels. It's purely the storage and addressing > that's different, requiring either detiling or decompression to > texture from.
You had me all confused with talk of fourcc formats. If you want to just talk about different ways of storing bits in DRI3-visible pixmaps/buffers, and if those pixmaps are still just 'regular' X pixmaps in the rest of the system, then it sounds like you just need a DRI3-specific way to talk about how to pack pixels the buffers so that they appear in the right layout when you use the pixmap on the other side. Do we even need to mention ARGB in this context? I mean, pixmaps just contain bits, and presumably there's some fixed mapping from bits in the magic format to bits as seen by GetImage? If that happens to line up with how a visual or pictformat is going to interpret those bits for presentation or Render, then that's a nice bonus, but not exactly germane to the basic plan of describing where to stick each bit in the buffer? -- -keith
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