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

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