The way the code currently works is that anv_format::cpp is the cpp of
anv_format::surface_format.
Me and Kristian disagree about how the code *should* work. Despite that,
I think it's in our discussion's best interest to document how the code
*currently* works. That should eliminate confusion.
If and when the code begins to work differently, then we'll update the
anv_format comments.
struct anv_format {
const char *name;
uint16_t surface_format; /**< RENDER_SURFACE_STATE.SurfaceFormat */
- uint8_t cpp;
+ uint8_t cpp; /**< Bytes-per-pixel of anv_format::surface_format. */
uint8_t num_channels;
uint8_t depth_format; /**< 3DSTATE_DEPTH_BUFFER.SurfaceFormat */
bool has_stencil;