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 To: romangg, #kwin, #plasma, davidedmundson, mart, graesslin, fredrik Cc: meven, zzag, romangg, anthonyfieroni, plasma-devel, kwin, LeGast00n, sbergeron, jraleigh, fbampaloukas, GB_2, mkulinski, ragreen, jackyalcine, Pitel, iodelay, bwowk, ZrenBot, ngraham, alexeymin, himcesjf, lesliezhai, ali-mohamed, hardening, jensreuterberg, abetts, sebas, apol, mart