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      <base href="https://bugs.webkit.org/" />
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    <body><table border="1" cellspacing="0" cellpadding="8">
        <tr>
          <th>Bug ID</th>
          <td><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - [TextureMapper] Use RGBA format for textures attached to framebuffers"
   href="https://bugs.webkit.org/show_bug.cgi?id=154965">154965</a>
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>[TextureMapper] Use RGBA format for textures attached to framebuffers
          </td>
        </tr>

        <tr>
          <th>Classification</th>
          <td>Unclassified
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>WebKit
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>WebKit Nightly Build
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>Unspecified
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>Unspecified
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>Normal
          </td>
        </tr>

        <tr>
          <th>Priority</th>
          <td>P2
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>WebCore Misc.
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>webkit-unassigned&#64;lists.webkit.org
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>magomez&#64;igalia.com
          </td>
        </tr></table>
      <p>
        <div>
        <pre>BitmapTextureGL internal textures always use BGRA format when the GL_EXT_texture_format_BGRA8888 extension is available, which is good for uploading data to them. But if those textures are not used to upload data, but to be attached to framebuffers, using BGRA can be a problem in some platforms (for example the RPi, where currently a BGRA texture can't be attached to a framebuffer). So, in general, using RGBA for attachment textures would be more standard and platform-friendly.</pre>
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