14 Apr
2020
14 Apr
'20
6:22 a.m.
On Tue, 14 Apr 2020 at 08:18, Chip Davis <cdavis(a)codeweavers.com> wrote:
@@ -12499,6 +12499,16 @@ static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
+ if (gl_info->supported[APPLE_RGB_422]) + { + /* In this case, things are much simpler. The only thing we have to do here + * is YUV-RGB conversion. */ + shader_addline(buffer, " vec3 yuv = vec3(texture%s(sampler, out_texcoord.xy));\n", tex); + shader_addline(buffer, " luminance = yuv.y;\n"); + shader_addline(buffer, " chroma = yuv.xz;\n"); + return; + } It seems arbitrary to reuse COMPLEX_FIXUP_UYVY/COMPLEX_FIXUP_YUY2 for this.