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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