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2021-06-30qcam: viewfinder_gl: Add shader to render packed RAW10 formatsAndrey Konovalov
The shader supports all 4 packed RAW10 variants. Simple bi-linear Bayer interpolation of nearest pixels is implemented. The 2 LS bits of the 10-bit colour values are dropped as the RGBA format we convert into has only 8 bits per colour. The texture coordinates passed to the fragment shader are adjusted to point to the nearest pixel in the image. This prevents artifacts when the image is scaled from the frame resolution to the window size. Signed-off-by: Andrey Konovalov <andrey.konovalov@linaro.org> Reviewed-by: Paul Elder <paul.elder@ideasonboard.com> Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
2021-06-30qcam: viewfinder_gl: Change uniform float tex_stepx to vec2 tex_stepAndrey Konovalov
In preparation to extend the supported formats, extend the tex_stepx uniform to cover the steps between texels in both horizontal and vertical directions. Signed-off-by: Andrey Konovalov <andrey.konovalov@linaro.org> Reviewed-by: Paul Elder <paul.elder@ideasonboard.com> Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
2020-11-07qcam: viewfinder_gl: Add support for RGB formatsLaurent Pinchart
Add support for 24-bit and 32-bit RGB formats. The fragment samples the texture and reorders the components, using a pattern set through the RGB_PATTERN macro. The pattern stores the shader vec4 element indices (named {r, g, b, a} by convention, for elements 0 to 3) to be extracted from the texture samples, when interpreted by OpenGL as RGBA. Note that, as textures are created with GL_UNSIGNED_BYTE, the RGBA order corresponds to bytes in memory, while the libcamera formats are named based on the components order in a 32-bit word stored in memory in little endian format. An alternative to manual reordering in the shader would be to set the texture swizzling mask. This is however not available in OpenGL ES before version 3.0, which we don't mandate at the moment. Only the BGR888 and RGB888 formats have been tested, with the vimc pipeline handler. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Andrey Konovalov <andrey.konovalov@linaro.org> Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com> Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
2020-11-07qcam: viewfinder_gl: Rename YUV.vert to identity.vertLaurent Pinchart
In preparation for RGB formats support, rename the identity vertex shader from YUV.vert to identity.vert. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Andrey Konovalov <andrey.konovalov@linaro.org> Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com> Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
2020-10-04qcam: viewfinder_gl: Add shader to render packed YUV formatsLaurent Pinchart
The shader supports all 4 packed 8-bit YUV variants. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Acked-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
2020-10-04qcam: viewfinder_gl: Merge the semi-planar UV and VU shadersLaurent Pinchart
Use macros to select the U and V pattern, to avoid code duplication between the two semi-planar shaders. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
2020-10-04qcam: viewfinder_gl: Rename shader filesLaurent Pinchart
Rename shader files to prepare for packed YUYV support: - The NV prefix isn't a good match for packed (or for 3-planar) formats, replace it with a YUV prefix - Use .frag and .vert extensions to differentiate between fragment and vertex shaders Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
2020-10-04qcam: Remove unneeded './' file prefix in *.qrcLaurent Pinchart
There's no need to prefix files in the local directory with './'. Drop it. While at it, add indentation to make the *.qrc files more readable. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
2020-09-15qcam: Add OpenGL shader code as Qt resourceShow Liu
Add OpenGL fragment and vertex shaders to convert two- and tri-planar YUV formats to RGB. This will be used to accelerate YUV image rendering. Signed-off-by: Show Liu <show.liu@linaro.org> Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
2020-06-09qcam: Specify Feather icons license in DEP5Laurent Pinchart
Specify the license of the Feather icons files in the .reuse/dep5 file. Technically speaking the SVG format supports comments, SPDX could thus be used, but that would be impractical both due to the large number of files, and the fact that they would then diverge from the upstream project. We can remove the README.md file, as it now only contains redundant or incorrect information: the license and project URL are contained in the DEP5 file, and the comment related to generation of the GRC file is outdated as the file is now manually edited to only include the icons that we need. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
2020-06-09libcamera: Add missing SPDX headers to miscellaneous small filesLaurent Pinchart
Add missing SPDX headers to miscellaneous small files. Use CC0-1.0 for meson.build, .gitignore and the small include/linux/README, and licenses matching the corresponding component for other files. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
2020-05-02qcam: Add RAW capture supportNiklas Söderlund
Add a toolbar button that captures RAW data to disk. The button is only enabled if the camera is configured to provide a raw stream to the application. Only when the capture action is triggered will a request with a raw buffer be queued to the camera. Signed-off-by: Niklas Söderlund <niklas.soderlund@ragnatech.se> Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
2020-03-24qcam: viewfinder: Display icon when stopping captureLaurent Pinchart
When stopping capture, display an icon instead of the last frame. This is required to be able to release the last buffer when the viewfinder operators in zero-copy mode. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
2020-02-14qcam: Provide save image functionalityKieran Bingham
Implement a save image button on the toolbar which will take a current viewfinder image and present the user with a QFileDialog to allow them to choose where to save the image. Utilise the QImageWriter to perform the output task. Signed-off-by: Kieran Bingham <kieran.bingham@ideasonboard.com> Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
2020-02-14qcam: Provide initial icon buttons "Play/Stop"Kieran Bingham
Provide Quit, Play, Stop icons. Create a Qt resource to compile icons into the binary and present them on the toolbar. Update the Quit button with a 'cross', and implement Play/Stop buttons. Signed-off-by: Kieran Bingham <kieran.bingham@ideasonboard.com> Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
2020-02-14qcam: assets: Provide initial icon setKieran Bingham
Provide simple clean icons from https://feathericons.com/ (https://github.com/feathericons/feather) These are provided under the MIT license. Signed-off-by: Kieran Bingham <kieran.bingham@ideasonboard.com> Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>