Hello all,
I was reading the WL_bind_wayland_display extension spec and noticed the
following:
EGL_TEXTURE_Y_U_V_WL
Three planes, samples Y from the first plane to r in
the shader, U from the second plane to r, and V from
the third plane to r.
EGL_TEXTURE_Y_UV_WL
Two planes, samples Y from the first plane to r in
the shader, U and V from the second plane to rg.
EGL_TEXTURE_Y_XUXV_WL
Two planes, samples Y from the first plane to r in
the shader, U and V from the second plane to g and a.
How does this work? EGL_TEXTURE_Y_U_V_WL puts all planes in r;
EGL_TEXTURE_Y_UV_WL puts a plane in r and one in rg (thus overlapping).
Regards,
Wladimir
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