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yuv_coefficients and yuv_offsets should get optimized away by shader
compilers as the related code paths can never be reached. This seems to
work well on Mesa but not necessarily with other drivers.
While on it, assert that the uniforms *are* present, unless the
yuv-to-rgb conversion is handled by the driver.
Signed-off-by: Robert Mader <robert.mader@collabora.com>
(cherry picked from commit
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| .. | ||
| egl-glue.c | ||
| fragment.glsl | ||
| gl-renderer-internal.h | ||
| gl-renderer.c | ||
| gl-renderer.h | ||
| gl-shader-config-color-transformation.c | ||
| gl-shaders.c | ||
| gl-utils.c | ||
| meson.build | ||
| vertex.glsl | ||