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I'm fully aware that he's not talking about decoding JPEG images, and instead is talking about keeping Y'CbCr formats in memory and rendering with Y'CbCr.

It's not lossy. But Y'CbCr -> RGB is not as simple as you might think. My whole post was about Y'CbCr -> RGB conversion. It's doable; I'm not saying it's impossible. There's just several various flavors of Y'CbCr and correctly handling all of them (or at least the majority/most common) gets tedious.



I think there's still some confusion.

Why does the GPU need to handle more than one flavor of Y'CbCr? Why can't the jpeg/PNG/whatever decoder be relied on to convert whatever flavor it uses to the Direct X/OpenGL flavors?




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