On Wed, Jul 18, 2012 at 12:02 PM, Eric Anholt wrote:
> Kristian Høgsberg writes:
>
>> When we sample U and V from YUYV buffers, U and V ends up in G and A
>> in the shader. Instead of pushing this to the application, just swizzle
>> U and V to R and G and set B to 0 and A to 1.
>
> Those fields
Kristian Høgsberg writes:
> When we sample U and V from YUYV buffers, U and V ends up in G and A
> in the shader. Instead of pushing this to the application, just swizzle
> U and V to R and G and set B to 0 and A to 1.
Those fields are controlled by EXT_texture_swizzle. We probably
shouldn't m
When we sample U and V from YUYV buffers, U and V ends up in G and A
in the shader. Instead of pushing this to the application, just swizzle
U and V to R and G and set B to 0 and A to 1.
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docs/WL_bind_wayland_display.spec| 24 +++-
include/EGL/eglmesaext.h