Finish NV12 support via streams.
The main functionality for NV12 texture support through EGL streams has
been added. Updates to the compiler, texture code, and stream code were
added to support binding to external D3D11 NV12 textures. An end2end test
was also added to test sampling of YUV textures and converting to RGB.
There is also a new script to convert BMP files to an NV12 texture ready
to load into D3D11 for testing purposes.
BUG=angleproject:1332
Change-Id: I098940e6f25e113dcc4fc8d22ffed4b5a16fd860
Reviewed-on: https://chromium-review.googlesource.com/339454
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Ian Ewell <ewell@google.com>
diff --git a/src/libANGLE/Compiler.cpp b/src/libANGLE/Compiler.cpp
index 348c41b..3c01d0f 100644
--- a/src/libANGLE/Compiler.cpp
+++ b/src/libANGLE/Compiler.cpp
@@ -52,6 +52,7 @@
mResources.EXT_shader_texture_lod = extensions.shaderTextureLOD;
// TODO: disabled until the extension is actually supported.
mResources.OES_EGL_image_external = 0;
+ mResources.NV_EGL_stream_consumer_external = extensions.eglStreamConsumerExternal;
// TODO: use shader precision caps to determine if high precision is supported?
mResources.FragmentPrecisionHigh = 1;
mResources.EXT_frag_depth = extensions.fragDepth;