<field name="BGR dithered" size="1" start="22" type="bool"/>
<field name="Output image format" size="6" start="16" type="uint" prefix="Output Image Format">
+ <!--
+ Formats appear with their channels named from the low bits to
+ the high bits.
+ -->
<value name="srgb8_alpha8" value="0"/>
<value name="srgb" value="1"/>
<value name="rgb10_a2ui" value="2"/>
<field name="Output image format" size="6" start="16" type="uint" prefix="Output Image Format">
<value name="depth_component32f" value="0"/>
- <value name="depth_component24" value="1"/>
+ <value name="depth_component24" value="1"/> <!-- depth low, pad high -->
<value name="depth_component16" value="2"/>
- <value name="depth24_stencil8" value="3"/>
+ <value name="depth24_stencil8" value="3"/> <!-- stencil low, depth high -->
</field>
<field name="Decimate mode" size="2" start="14" type="uint"/>
</struct>
<enum name="Texture Data Formats">
+ <!--
+ most formats here have R in the low bits, A in the high bits.
+ Exceptions noted.
+ -->
<value name="Texture Data Format R8" value="0"/>
<value name="Texture Data Format R8 SNORM" value="1"/>
<value name="Texture Data Format RG8" value="2"/>
<value name="Texture Data Format RG8 SNORM" value="3"/>
<value name="Texture Data Format RGBA8" value="4"/>
<value name="Texture Data Format RGBA8 SNORM" value="5"/>
- <value name="Texture Data Format RGB565" value="6"/>
- <value name="Texture Data Format RGBA4" value="7"/>
- <value name="Texture Data Format RGB5_A1" value="8"/>
- <value name="Texture Data Format RGB10_A2" value="9"/>
+ <value name="Texture Data Format RGB565" value="6"/> <!-- B in low bits -->
+ <value name="Texture Data Format RGBA4" value="7"/> <!-- A low, R high -->
+ <value name="Texture Data Format RGB5_A1" value="8"/> <!-- A low, R high -->
+ <value name="Texture Data Format RGB10_A2" value="9"/> <!-- R low, A high -->
<value name="Texture Data Format R16" value="10"/>
<value name="Texture Data Format R16 SNORM" value="11"/>
<value name="Texture Data Format RG16" value="12"/>
<value name="Texture Data Format DEPTH COMP16" value="21"/>
<value name="Texture Data Format DEPTH COMP24" value="22"/>
<value name="Texture Data Format DEPTH COMP32F" value="23"/>
- <value name="Texture Data Format DEPTH24_X8" value="24"/>
+ <value name="Texture Data Format DEPTH24_X8" value="24"/> <!-- X low, D high -->
<value name="Texture Data Format R4" value="25"/>
<value name="Texture Data Format R1" value="26"/>
<!-- generic unfiltered 8-bit sample -->