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Pekka Paalanen authored
Taking the easy way, always do a rendering pass when copying any real buffer or texture. Will handle YUV formats, and makes it easy to always return data the right y-direction up. All the FBO GL state is created and torn down on every invocation, so this is a pretty naive implementation. If there was a wl_shm buffer giving the content to the surface, and the stride of the buffer was greater than width * bytes_per_pixel, then this implementation will return stride long rows, not width. Changes in v2: - simplify pack_color() - remove stride and format from the API Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.co.uk> v1 Tested-by: Nobuhiko Tanibata <NOBUHIKO_TANIBATA@xddp.denso.co.jp> Reviewed-by: Daniel Stone <daniels@collabora.com>
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