On Wed, 2008-07-02 at 11:21 +0100, Chris Lord wrote:
> I've been looking at this and have been coming to the same conclusion.
> You could pack the yuv (444, 422, 420, whatever) data in an arbitrary
> way into an RGBA texture and use shaders to translate to real RGBA. This
> would avoid the multi-texturing, but I imagine you'd still have to munge
> the data to get it into a format that's convenient to read by shader (so
> probably not the memcpy, or equivalent).

Just be sure no swizzling is needed of YUV data to get it to work like
this.

> 
> A fall-back would require multi-texturing though, and I agree that this
> is probably best off in the clutter-gst layer. Implementing this at the
> cogl level will likely over-complicate a lot of code and restrict
> expandability.
> 

Its probably enough for now but longer term non gstreamer folks probably
would like a fast set_yuv_data call..

  == Matthew

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