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-/* SPDX-License-Identifier: BSD-2-Clause */
-/*
- * Based on the code from http://jgt.akpeters.com/papers/McGuire08/
- *
- * Efficient, High-Quality Bayer Demosaic Filtering on GPUs
- *
- * Morgan McGuire
- *
- * This paper appears in issue Volume 13, Number 4.
- * ---------------------------------------------------------
- * Copyright (c) 2008, Morgan McGuire. All rights reserved.
- *
- *
- * Modified by Linaro Ltd for 10/12-bit packed vs 8-bit raw Bayer format,
- * and for simpler demosaic algorithm.
- * Copyright (C) 2020, Linaro
- *
- * bayer_1x_packed.frag - Fragment shader code for raw Bayer 10-bit and 12-bit
- * packed formats
- */
-
-#ifdef GL_ES
-precision mediump float;
-#endif
-
-/*
- * These constants are used to select the bytes containing the HS part of
- * the pixel value:
- * BPP - bytes per pixel,
- * THRESHOLD_L = fract(BPP) * 0.5 + 0.02
- * THRESHOLD_H = 1.0 - fract(BPP) * 1.5 + 0.02
- * Let X is the x coordinate in the texture measured in bytes (so that the
- * range is from 0 to (stride_-1)) aligned on the nearest pixel.
- * E.g. for RAW10P:
- * -------------+-------------------+-------------------+--
- * pixel No | 0 1 2 3 | 4 5 6 7 | ...
- * -------------+-------------------+-------------------+--
- * byte offset | 0 1 2 3 4 | 5 6 7 8 9 | ...
- * -------------+-------------------+-------------------+--
- * X | 0.0 1.25 2.5 3.75 | 5.0 6.25 7.5 8.75 | ...
- * -------------+-------------------+-------------------+--
- * If fract(X) < THRESHOLD_L then the previous byte contains the LS
- * bits of the pixel values and needs to be skipped.
- * If fract(X) > THRESHOLD_H then the next byte contains the LS bits
- * of the pixel values and needs to be skipped.
- */
-#if defined(RAW10P)
-#define BPP 1.25
-#define THRESHOLD_L 0.14
-#define THRESHOLD_H 0.64
-#elif defined(RAW12P)
-#define BPP 1.5
-#define THRESHOLD_L 0.27
-#define THRESHOLD_H 0.27
-#else
-#error Invalid raw format
-#endif
-
-
-varying vec2 textureOut;
-
-/* the texture size in pixels */
-uniform vec2 tex_size;
-uniform vec2 tex_step;
-uniform vec2 tex_bayer_first_red;
-
-uniform sampler2D tex_y;
-
-void main(void)
-{
- vec3 rgb;
-
- /*
- * center_bytes holds the coordinates of the MS byte of the pixel
- * being sampled on the [0, stride-1/height-1] range.
- * center_pixel holds the coordinates of the pixel being sampled
- * on the [0, width/height-1] range.
- */
- vec2 center_bytes;
- vec2 center_pixel;
-
- /*
- * x- and y-positions of the adjacent pixels on the [0, 1] range.
- */
- vec2 xcoords;
- vec2 ycoords;
-
- /*
- * The coordinates passed to the shader in textureOut may point
- * to a place in between the pixels if the texture format doesn't
- * match the image format. In particular, MIPI packed raw Bayer
- * formats don't have a matching texture format.
- * In this case align the coordinates to the left nearest pixel
- * by hand.
- */
- center_pixel = floor(textureOut * tex_size);
- center_bytes.y = center_pixel.y;
-
- /*
- * Add a small number (a few mantissa's LSBs) to avoid float
- * representation issues. Maybe paranoic.
- */
- center_bytes.x = BPP * center_pixel.x + 0.02;
-
- float fract_x = fract(center_bytes.x);
-
- /*
- * The below floor() call ensures that center_bytes.x points
- * at one of the bytes representing the 8 higher bits of
- * the pixel value, not at the byte containing the LS bits
- * of the group of the pixels.
- */
- center_bytes.x = floor(center_bytes.x);
- center_bytes *= tex_step;
-
- xcoords = center_bytes.x + vec2(-tex_step.x, tex_step.x);
- ycoords = center_bytes.y + vec2(-tex_step.y, tex_step.y);
-
- /*
- * If xcoords[0] points at the byte containing the LS bits
- * of the previous group of the pixels, move xcoords[0] one
- * byte back.
- */
- xcoords[0] += (fract_x < THRESHOLD_L) ? -tex_step.x : 0.0;
-
- /*
- * If xcoords[1] points at the byte containing the LS bits
- * of the current group of the pixels, move xcoords[1] one
- * byte forward.
- */
- xcoords[1] += (fract_x > THRESHOLD_H) ? tex_step.x : 0.0;
-
- vec2 alternate = mod(center_pixel.xy + tex_bayer_first_red, 2.0);
- bool even_col = alternate.x < 1.0;
- bool even_row = alternate.y < 1.0;
-
- /*
- * We need to sample the central pixel and the ones with offset
- * of -1 to +1 pixel in both X and Y directions. Let's name these
- * pixels as below, where C is the central pixel:
- *
- * +----+----+----+----+
- * | \ x| | | |
- * |y \ | -1 | 0 | +1 |
- * +----+----+----+----+
- * | +1 | D2 | A1 | D3 |
- * +----+----+----+----+
- * | 0 | B0 | C | B1 |
- * +----+----+----+----+
- * | -1 | D0 | A0 | D1 |
- * +----+----+----+----+
- *
- * In the below equations (0,-1).r means "r component of the texel
- * shifted by -tex_step.y from the center_bytes one" etc.
- *
- * In the even row / even column (EE) case the colour values are:
- * R = C = (0,0).r,
- * G = (A0 + A1 + B0 + B1) / 4.0 =
- * ( (0,-1).r + (0,1).r + (-1,0).r + (1,0).r ) / 4.0,
- * B = (D0 + D1 + D2 + D3) / 4.0 =
- * ( (-1,-1).r + (1,-1).r + (-1,1).r + (1,1).r ) / 4.0
- *
- * For even row / odd column (EO):
- * R = (B0 + B1) / 2.0 = ( (-1,0).r + (1,0).r ) / 2.0,
- * G = C = (0,0).r,
- * B = (A0 + A1) / 2.0 = ( (0,-1).r + (0,1).r ) / 2.0
- *
- * For odd row / even column (OE):
- * R = (A0 + A1) / 2.0 = ( (0,-1).r + (0,1).r ) / 2.0,
- * G = C = (0,0).r,
- * B = (B0 + B1) / 2.0 = ( (-1,0).r + (1,0).r ) / 2.0
- *
- * For odd row / odd column (OO):
- * R = (D0 + D1 + D2 + D3) / 4.0 =
- * ( (-1,-1).r + (1,-1).r + (-1,1).r + (1,1).r ) / 4.0,
- * G = (A0 + A1 + B0 + B1) / 4.0 =
- * ( (0,-1).r + (0,1).r + (-1,0).r + (1,0).r ) / 4.0,
- * B = C = (0,0).r
- */
-
- /*
- * Fetch the values and precalculate the terms:
- * patterns.x = (A0 + A1) / 2.0
- * patterns.y = (B0 + B1) / 2.0
- * patterns.z = (A0 + A1 + B0 + B1) / 4.0
- * patterns.w = (D0 + D1 + D2 + D3) / 4.0
- */
- #define fetch(x, y) texture2D(tex_y, vec2(x, y)).r
-
- float C = texture2D(tex_y, center_bytes).r;
- vec4 patterns = vec4(
- fetch(center_bytes.x, ycoords[0]), /* A0: (0,-1) */
- fetch(xcoords[0], center_bytes.y), /* B0: (-1,0) */
- fetch(xcoords[0], ycoords[0]), /* D0: (-1,-1) */
- fetch(xcoords[1], ycoords[0])); /* D1: (1,-1) */
- vec4 temp = vec4(
- fetch(center_bytes.x, ycoords[1]), /* A1: (0,1) */
- fetch(xcoords[1], center_bytes.y), /* B1: (1,0) */
- fetch(xcoords[1], ycoords[1]), /* D3: (1,1) */
- fetch(xcoords[0], ycoords[1])); /* D2: (-1,1) */
- patterns = (patterns + temp) * 0.5;
- /* .x = (A0 + A1) / 2.0, .y = (B0 + B1) / 2.0 */
- /* .z = (D0 + D3) / 2.0, .w = (D1 + D2) / 2.0 */
- patterns.w = (patterns.z + patterns.w) * 0.5;
- patterns.z = (patterns.x + patterns.y) * 0.5;
-
- rgb = even_col ?
- (even_row ?
- vec3(C, patterns.zw) :
- vec3(patterns.x, C, patterns.y)) :
- (even_row ?
- vec3(patterns.y, C, patterns.x) :
- vec3(patterns.wz, C));
-
- gl_FragColor = vec4(rgb, 1.0);
-}