// RGBA texture (from which we sample chroma). We throw away half of the color
// channels each time, so bandwidth is wasted, but it makes for a very
// uncomplicated shader.
+//
+// Note that if you can shuffle your data around very cheaply on the CPU
+// (say, while you're decoding it out of some other buffer anyway),
+// regular YCbCrInput with YCBCR_INPUT_SPLIT_Y_AND_CBCR will probably be
+// more efficient, as it doesn't need this bandwidth waste.
#include <epoxy/gl.h>
#include <string>
unsigned width, height;
const unsigned char *pixel_data;
ResourcePool *resource_pool;
+
+ GLint uniform_tex_y, uniform_tex_cbcr;
};
} // namespace movit