[Mesa-dev] WL_bind_wayland_display

2013-05-26 Thread Wladimir
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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Re: [Mesa-dev] WL_bind_wayland_display

2013-05-26 Thread Pekka Paalanen
On Sun, 26 May 2013 17:38:41 +0200
Wladimir laa...@gmail.com wrote:

 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).

Hi Wladimir,

it is used like this:
http://cgit.freedesktop.org/wayland/weston/tree/src/gl-renderer.c?id=14e438c8a2bc7342489d248a3d66b9123245d552#n1220

You get a separate EGLImage for each plane.


Cheers,
pq

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