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-rw-r--r--docs/WL_bind_wayland_display.spec59
1 files changed, 27 insertions, 32 deletions
diff --git a/docs/WL_bind_wayland_display.spec b/docs/WL_bind_wayland_display.spec
index e1aca538003..eca6acd5b78 100644
--- a/docs/WL_bind_wayland_display.spec
+++ b/docs/WL_bind_wayland_display.spec
@@ -70,18 +70,11 @@ New Tokens
EGL_WAYLAND_PLANE_WL 0x31D6
+ Possible values for EGL_TEXTURE_FORMAT:
- Accepted as a eglQueryWaylandBufferWL attribute:
-
- EGL_WAYLAND_BUFFER_COMPONENTS_WL 0x31D7
-
- Possible values for EGL_WAYLAND_BUFFER_COMPONENTS_WL:
-
- EGL_WAYLAND_BUFFER_RGB_WL 0x31D8
- EGL_WAYLAND_BUFFER_RGBA_WL 0x31D9
- EGL_WAYLAND_BUFFER_Y_U_V_WL 0x31Da
- EGL_WAYLAND_BUFFER_Y_UV_WL 0x31Db
- EGL_WAYLAND_BUFFER_Y_XUXV_WL 0x31Dc
+ EGL_TEXTURE_Y_U_V_WL 0x31D7
+ EGL_TEXTURE_Y_UV_WL 0x31D8
+ EGL_TEXTURE_Y_XUXV_WL 0x31D9
Additions to the EGL 1.4 Specification:
@@ -106,48 +99,47 @@ Additions to the EGL 1.4 Specification:
YUV formats. Depending on the exact YUV format in use, the
compositor will have to create one or more EGLImages for the
various planes. The eglQueryWaylandBufferWL function should be
- used to first query the wl_buffer components using
- EGL_WAYLAND_BUFFER_COMPONENTS_WL as the attribute. If the
- wl_buffer object is not an EGL wl_buffer (wl_shm and other wayland
- extensions can create wl_buffer objects), this query will return
- EGL_FALSE. In that case the wl_buffer can not be used with EGL
- and the compositor should have another way to get the buffer
+ used to first query the wl_buffer texture format using
+ EGL_TEXTURE_FORMAT as the attribute. If the wl_buffer object is
+ not an EGL wl_buffer (wl_shm and other wayland extensions can
+ create wl_buffer objects of different types), this query will
+ return EGL_FALSE. In that case the wl_buffer can not be used with
+ EGL and the compositor should have another way to get the buffer
contents.
If eglQueryWaylandBufferWL succeeds, the returned value will be
- one of EGL_WAYLAND_BUFFER_RGB_WL, EGL_WAYLAND_BUFFER_RGBA_WL,
- EGL_WAYLAND_BUFFER_Y_U_V_WL, EGL_WAYLAND_BUFFER_Y_UV_WL,
- EGL_WAYLAND_BUFFER_Y_XUXV_WL. The value returned describes how
- many EGLImages must be used, which components will be sampled from
- each EGLImage and how they map to rgba components in the shader.
- The naming conventions separates planes by _ and within each
- plane, the order or R, G, B, A, Y, U, and V indicates how those
- components map to the rgba value returned by the sampler. X
- indicates that the corresponding component in the rgba value isn't
- used.
+ one of EGL_TEXTURE_RGB, EGL_TEXTURE_RGBA, EGL_TEXTURE_Y_U_V_WL,
+ EGL_TEXTURE_Y_UV_WL, EGL_TEXTURE_Y_XUXV_WL. The value returned
+ describes how many EGLImages must be used, which components will
+ be sampled from each EGLImage and how they map to rgba components
+ in the shader. The naming conventions separates planes by _ and
+ within each plane, the order or R, G, B, A, Y, U, and V indicates
+ how those components map to the rgba value returned by the
+ sampler. X indicates that the corresponding component in the rgba
+ value isn't used.
RGB and RGBA buffer types:
- EGL_WAYLAND_BUFFER_RGB_WL
+ EGL_TEXTURE_RGB
One plane, samples RGB from the texture to rgb in the
shader. Alpha channel is not valid.
- EGL_WAYLAND_BUFFER_RGBA_WL 0x31D9
+ EGL_TEXTURE_RGBA
One plane, samples RGBA from the texture to rgba in the
shader.
YUV buffer types:
- EGL_WAYLAND_BUFFER_Y_U_V_WL 0x31Da
+ EGL_TEXTURE_Y_U_V_WL
Three planes, samples Y from the first plane to r in
the shader, U from the second plane to r, and V from
the third plane to r.
- EGL_WAYLAND_BUFFER_Y_UV_WL 0x31Db
+ EGL_TEXTURE_Y_UV_WL
Two planes, samples Y from the first plane to r in
the shader, U and V from the second plane to rg.
- EGL_WAYLAND_BUFFER_Y_XUXV_WL 0x31Dc
+ EGL_TEXTURE_Y_XUXV_WL
Two planes, samples Y from the first plane to r in
the shader, U and V from the second plane to g and a.
@@ -174,3 +166,6 @@ Revision History
Version 3, July 10, 2012
Add eglQueryWaylandBufferWL and the various buffer
formats. (Kristian Høgsberg)
+ Version 4, July 19, 2012
+ Use EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGB, and EGL_TEXTURE_RGBA,
+ and just define the new YUV texture formats. (Kristian Høgsberg)