Color components are laid out in reverse byte order, with the most significant bits used first.
Color components are laid out in reverse byte order, with the most significant bits used first.
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=== GPUREG_FRAMEBUFFER_BLOCK32 ===
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When set to 0, use regular 8x8 tiling format for the framebuffer, compatible with textures. When set to 1, use a 32x32 tiling format. To untile the color buffer when using this format, use bit 16 of the [[GPU/External_Registers#Transfer_Engine|display transfer flags]]. It is unknown if there are any advantages to using the 32x32 format.