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7<title>PixelFormat</title>
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10<h1><CODE>nn::jpeg::CTR::PixelFormat</CODE> Enumerated Type</h1>
11<h2>Syntax</h2>
12    <div class="section">
13      <pre class="definition">
14enum PixelFormat;
15</pre>
16    </div>
17<h2>Value</h2>
18    <div class="section">
19      <table class="arguments">
20        <thead>
21          <tr>
22<th>Value</th>
23<td>Description</td>
24          </tr>
25        </thead>
26        <tr>
27<th><CODE>PIXEL_FORMAT_YUYV8</CODE></th>
28<td>Pixel format of images captured by camera devices. With 4 bytes (2 pixels) representing a single pair, the order information is stored beginning from the first byte is: Y component (left side), U component, Y component (right side), and V component.</td>
29        </tr>
30        <tr>
31<th><CODE>PIXEL_FORMAT_CTR_RGB565</CODE></th>
32<td>Equivalent to GPU texture formats <CODE>GL_RGB</CODE> and <CODE>GL_UNSIGNED_SHORT_5_6_5</CODE>. The upper left pixel in the image is positioned first in memory. V-clipping is used when the graphics library converts images in this format to the native PICA format. CPU processing time of the graphics library increases with conversion.</td>
33        </tr>
34        <tr>
35<th><CODE>PIXEL_FORMAT_CTR_RGB565_BLOCK8</CODE></th>
36<td>Equivalent to GPU texture formats <CODE>GL_RGB_NATIVE_DMP</CODE> and <CODE>GL_UNSIGNED_SHORT_5_6_5</CODE>. To directly access the buffer to which decoding functions make output from the GPU, the buffer must have 128-byte alignment. This library only checks for 4-byte alignment.</td>
37        </tr>
38        <tr>
39<th><CODE>PIXEL_FORMAT_RGB8</CODE></th>
40<td>Equivalent to GPU texture formats <CODE>GL_RGB</CODE> and <CODE>GL_UNSIGNED_BYTE</CODE>. Just as with PIXEL_FORMAT_CTR_RGB565, the upper left pixel of the image comes first in memory. </td>
41        </tr>
42        <tr>
43<th><CODE>PIXEL_FORMAT_CTR_RGB8_BLOCK8</CODE></th>
44<td>Equivalent to GPU texture formats <CODE>GL_RGB_NATIVE_DMP</CODE> and <CODE>GL_UNSIGNED_BYTE</CODE>. Alignment is the same as with PIXEL_FORMAT_CTR_RGB565_BLOCK8.</td>
45        </tr>
46        <tr>
47<th><CODE>PIXEL_FORMAT_RGBA8</CODE></th>
48<td>Equivalent to GPU texture formats <CODE>GL_RGBA</CODE> and <CODE>GL_UNSIGNED_BYTE</CODE>. The alpha component is ignored during encoder input, and output as 0xFF during decoder output. Just as with PIXEL_FORMAT_CTR_RGB565, the upper left pixel of the image comes first in memory. </td>
49        </tr>
50        <tr>
51<th><CODE>PIXEL_FORMAT_CTR_RGBA8_BLOCK8</CODE></th>
52<td>Equivalent to GPU texture formats <CODE>GL_RGBA_NATIVE_DMP</CODE> and <CODE>GL_UNSIGNED_BYTE</CODE>. Alignment is the same as with PIXEL_FORMAT_CTR_RGB565_BLOCK8.</td>
53        </tr>
54        <tr>
55<th><CODE>PIXEL_FORMAT_BGR8</CODE></th>
56<td>Equivalent to the LCD display buffer format <CODE>GL_RGB8_OES</CODE>. The order of color components is the reversed compared to PIXEL_FORMAT_RGB8.</td>
57        </tr>
58        <tr>
59<th><CODE>PIXEL_FORMAT_ABGR8</CODE></th>
60<td>Equivalent to the LCD display buffer format <CODE>GL_RGBA8_OES</CODE>. The order of color components is the reversed compared to PIXEL_FORMAT_RGBA8. The alpha component is handled in the same way as with PIXEL_FORMAT_RGBA8.</td>
61        </tr>
62        <tr>
63<th><CODE>NUM_PIXEL_FORMATS</CODE></th>
64          <td>
65        </td>
66        </tr>
67      </table> </div>
68<h2>Description</h2>
69    <div class="section">
70<p>Enumerated type indicating the pixel format.</p><p>Supported as both encoder input and decoder output.</p><!-- write here --></div>
71<h2>Revision History</h2>
72    <div class="section">
73      <dl class="history">
74        <dt>2010/10/21</dt>
75<dd>Added <B>Description</B>.
76        </dd>
77        <dt>2010/04/14</dt>
78<dd>Initial version.<br />
79        </dd>
80      </dl>
81    </div>
82  <hr><p>CONFIDENTIAL</p></body>
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