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* We preserve each API's interpretation of bit order for packed formats like RGBA4 or R5G6B5 when displaying the raw data in the UI, but when we need to proxy it or save to disk, we always transform to D3D's order as standard. * This allows us to proxy them reliably because we always have a standard bit order and APIs that need a different order transform when fetching data to the standard format, or setting proxy data from the standard format.