The shaders to unpack YUV information from the same texture were rather
complicated. Breaking them up into separate textures makes the shaders
much simpler, and we can remove the PRECISION_OFFSET hack.
Performance also gets a nice boost on Intel for planar textures.
Intel GPA, SetStablePowerState, Intel HD Graphics 530, 1920x1080
UYVY: 473 us -> 457 us
YUY2: 492 us -> 422 us
YVYU: 491 us -> 441 us
I420: 1637 us -> 505 us
I422: 1644 us -> 482 us
I444: 1653 us -> 504 us
NV12: 1656 us -> 369 us
Y800 (limited): 270 us -> 277 us
Y800 (full): 263 us -> 289 us
RGB (limited): 341 us -> 411 us
BGR3 (limited): 512 us -> 509 us
BGR3 (full): 527 us -> 534 us