I would say that the right way to go about improving pixel transfer (which is 
what you're trying to do, I believe...) is with OS-provided graphics surfaces;

On embedded systems those are usually provided and there are of course 
solutions for windows and Mac.
When using graphics surfaces, you don't need to swizzle the bits; The OS 
manages that for you at a lower level. Problem with graphics surfaces is that 
their characteristics are very platform dependent, and they have delicate 
memory, performance and security concerns. However, I would explore how we 
could use graphics surfaces better (e.g. decode images directly into a graphics 
surface, if the platform allows that), rather than try to fix this on the pixel 
format level.

If anyone has had experience with doing this, e.g. with IOSurface on Mac, your 
feedback is welcome...

Noam
________________________________________
From: webkit-dev-boun...@lists.webkit.org [webkit-dev-boun...@lists.webkit.org] 
on behalf of ext Zoltan Herczeg [zherc...@webkit.org]
Sent: Tuesday, January 22, 2013 5:14 PM
To: webkit-dev@lists.webkit.org
Subject: Re: [webkit-dev] RGBA8 and BGRA8 formats in WebKit

>> Where in WebKit do you experience problems with color conversion?

As for me WebKit2 transmits BGRA images, which needs to be converted to
RGBA before it is uploaded to a texture on GLES 2.0. These conversions
seems computation heavy for certain animations, and I was wondered whether
do we really need to use BGRA here. It would be nice to invent something
to avoid that.

Regards,
Zoltan


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