bool need_fs_yuv = false;
float yuv_range_correction = 1.0;
- if (max_texture_units >= 3 && supports_shaders &&
- vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) {
+ if (max_texture_units >= 3 && supports_shaders && vlc_fourcc_IsYUV(fmt->i_chroma)) {
const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
while (*list) {
const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
vgl->shader[1] =
vgl->shader[2] = -1;
vgl->local_count = 0;
- if (supports_shaders) {
- if (need_fs_yuv)
- BuildYUVFragmentShader(vgl, &vgl->shader[0],
+ if (supports_shaders && vlc_fourcc_IsYUV(fmt->i_chroma)) {
+ BuildYUVFragmentShader(vgl, &vgl->shader[0],
&vgl->local_count,
vgl->local_value,
fmt, yuv_range_correction);
- else
- BuildRGBFragmentShader(vgl, &vgl->shader[0]);
BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
BuildVertexShader(vgl, &vgl->shader[2]);