fredrik added inline comments. INLINE COMMENTS
> zzag wrote in abstract_egl_backend.cpp:427 > What's holding us from doing that? We would need to create a separate EGL image and a separate texture for each plane. The scene would need to bind each of those textures to separate texture binding points, and we would need to generate and use a shader that samples texels from each plane and performs YUV to RGB conversion. REPOSITORY R108 KWin REVISION DETAIL https://phabricator.kde.org/D10750 To: romangg, #kwin, #plasma, davidedmundson, mart, graesslin, fredrik Cc: meven, zzag, romangg, anthonyfieroni, plasma-devel, kwin, LeGast00n, sbergeron, jraleigh, fbampaloukas, GB_2, mkulinski, ragreen, jackyalcine, Pitel, iodelay, bwowk, ZrenBot, ngraham, alexeymin, himcesjf, lesliezhai, ali-mohamed, hardening, jensreuterberg, abetts, sebas, apol, mart