/* Abbreviated usage masks:
* T: texturing
+ * B: texture buffer, implies T
* R: render target
* A: render target, alpha-blendable
* C: render target (color), blendable only on nvc0
#define U_B U_T | NIL_FORMAT_SUPPORTS_BUFFER_BIT
#define U_I U_B | NIL_FORMAT_SUPPORTS_STORAGE_BIT
#define U_TR NIL_FORMAT_SUPPORTS_RENDER_BIT | U_T
+#define U_BR NIL_FORMAT_SUPPORTS_RENDER_BIT | U_B
#define U_IR NIL_FORMAT_SUPPORTS_RENDER_BIT | U_I
#define U_TA NIL_FORMAT_SUPPORTS_ALPHA_BLEND_BIT | U_TR
#define U_IA NIL_FORMAT_SUPPORTS_ALPHA_BLEND_BIT | U_IR
F3(A, B10G10R10X2_UNORM, A2R10G10B10, B, G, R, x, UNORM, A2B10G10R10, T),
C4(A, R10G10B10A2_SNORM, NONE, R, G, B, A, SNORM, A2B10G10R10, T),
C4(A, B10G10R10A2_SNORM, NONE, B, G, R, A, SNORM, A2B10G10R10, T),
- C4(A, R10G10B10A2_UINT, AU2BU10GU10RU10, R, G, B, A, UINT, A2B10G10R10, TR),
- C4(A, B10G10R10A2_UINT, NONE, B, G, R, A, UINT, A2B10G10R10, T),
+ C4(A, R10G10B10A2_UINT, AU2BU10GU10RU10, R, G, B, A, UINT, A2B10G10R10, BR),
+ C4(A, B10G10R10A2_UINT, NONE, B, G, R, A, UINT, A2B10G10R10, B),
F3(A, R11G11B10_FLOAT, BF10GF11RF11, R, G, B, x, FLOAT, BF10GF11RF11, IA),