I'm currently trying to render an V4L2 image with OpenGL on an Intel Apollo Lake using Linux 4.10 and Mesa 13. Supprisingly I noticed that importing a DMABUF with format DRM_FORMAT_YUYV into OpenGL using eglCreateImage/glEGLImageTargetTexture2DOES worked out of the box. But I noticed that there seem to be a split into two textures when importing the buffer. At least the nplanes variable in the __DRIimage's planar_format is set to 2 and in the intel_screen.c there is a comment for __DRI_IMAGE_FOURCC_YUYV: "For YUYV buffers, we set up two overlapping DRI images and treat them as planar buffers in the compositors." So far so good, but how do I access the second texture in the GLSL shader. I only created one texture object before calling glEGLImageTargetTexture2DOES with the EGLImage I got from eglCreateImage. And using texture( source, texCoord ) on this texture samples only the Y and U channel, what seems obvious as the texture is created as GL_RG texture. Can anyone explain to me, how one accesses the second plane. And if there is an example somewhere how the two planes have to be sampled to convert the values back to RGB, it would be nice if someone can send a link to such an example. Thanks _______________________________________________ dri-devel mailing list dri-devel@xxxxxxxxxxxxxxxxxxxxx https://lists.freedesktop.org/mailman/listinfo/dri-devel