romangg added inline comments.

INLINE COMMENTS

> fredrik wrote in abstract_egl_backend.cpp:427
> We would need to create a separate EGL image and a separate texture for each 
> plane.
> The scene would need to bind each of those textures to separate texture 
> binding points, and we would need to generate and use a shader that samples 
> texels from each plane and performs YUV to RGB conversion.

Thanks for the explanation @fredrik. It wasn't clear to me how multi-planes 
buffers are handled (also that it's the same notion as for hw-planes is 
annoying!).

Until we support multi-plane buffers shouldn't we then filter out all 
multi-plane formats in the supportedFormats call such that the client does not 
even try to use these instead of just failing with null here?

REPOSITORY
  R108 KWin

REVISION DETAIL
  https://phabricator.kde.org/D10750

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