On Tue, 14 Apr 2020 at 08:18, Chip Davis cdavis@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.