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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