José Fonseca pisze: > I found one other problem in the way we use 4 x 8bit color formats: > sometimes we interpret them as arithmetically coded in an unsigned (e.g > src/gallium/auxiliary/util/u_tile.c when reading/writing > color/depth/stencil buffers), sometimes we interpret them (e.g. > src/gallium/auxiliary/translate/translate_generic.c when reading/writing > vertex buffers). And these actually mean different things on > little-endian architectures. > > Some text is missing from the first sentence. I am guessing that sometimes we interpret them as an array of bytes, right?
> I think the only viable option is to distinguish between these two kinds > in the cases where it is ambiguous, like > > PIPE_FORMAT_R8G8B8A8_UNORM /* a | ( b << 8) | (g << 8) | (r << 24) */ > PIPE_FORMAT_RGBA8_UNORM /* {r, g, b, a} */ > > Since there are legitimate uses in for both (color buffers, and vertex > buffers). > > Anybody has better ideas? > We should go with and stick to a single convention. I don't know, maybe for example this: A16R16G16B16 The format description above would indicate that we are dealing with a 64-bit entity with bits being numbered from right to left. That would mean the B component occupies first 16 bits (bytes 0:1), the G component next 16 bits (bytes 2:3) and so on. Because there is no implied dword and encoding using shifts, we could easily write some code that decodes the format in a portable way across LE and BE architectures. ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev