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path: root/src/qcam/assets/shader
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2022-10-04qcam: Fix YUV planar fragment shadersLaurent Pinchart
Commit 251f0534b74b ("qcam: viewfinder_gl: Take color space into account for YUV rendering") introduced compilation failures in the YUV semi-planar and planar fragment shaders due to a bad copy & paste. Fix it. Fixes: 251f0534b74b ("qcam: viewfinder_gl: Take color space into account for YUV rendering") Reported-by: Kieran Bingham <kieran.bingham@ideasonboard.com> Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Tested-by: Kieran Bingham <kieran.bingham@ideasonboard.com> Reviewed-by: Umang Jain <umang.jain@ideasonboard.com>
2022-09-01qcam: viewfinder_gl: Take color space into account for YUV renderingLaurent Pinchart
Update the YUV shaders and the viewfinder_gl to correctly take the Y'CbCr encoding and the quantization range into account when rendering YUV formats to RGB. Support for the primaries and transfer function will be added in a subsequent step. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Umang Jain <umang.jain@ideasonboard.com> Reviewed-by: Kunal Agarwal <kunalagarwal1072002@gmail.com>
2022-07-22qcam: assets: shader: bayer_8.frag: Add precisionKunal Agarwal
The OpenGL ES shading language has no default precision declared implicitly for floats in fragment shaders. The lack of an explicit default precision results in shader compilation errors. Specify a default precision of mediump for floats. This matches the other fragment shaders, and is guaranteed by the OpenGL ES shader language specification to be supported by all devices, while the higher precision highp is optional. Signed-off-by: Kunal Agarwal <kunalagarwal1072002@gmail.com> Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
2021-09-22qcam: viewfinder_gl: Support configurable stride in shadersLaurent Pinchart
The RGB and YUV conversion doesn't take the stride into account, neither when creating the textures, nor when sampling them. Fix it by using the stride as the texture width, and multiplying the x coordinate in the vertex shaders by a factor to only sample the active portion of the image. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com> Reviewed-by: Paul Elder <paul.elder@ideasonboard.com>
2021-08-03qcam: Support OpenGL ES 2.0Laurent Pinchart
The GL_RG and GL_RED texture formats are not supported in OpenGL ES prior to 3.0. In order to be compatible with OpenGL ES 2.0, use GL_LUMINANCE_ALPHA and GL_LUMINANCE instead. The shader code needs to be updated accordingly for GL_RG, as the second component is now stored in the alpha component instead of the green component. Usage of the red component is fine, the luminance value is stored in the red, green and blue components. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com> Reviewed-by: Andrey Konovalov <andrey.konovalov@linaro.org>
2021-06-30qcam: viewfinder_gl: Add support for RAW8 Bayer formatsAndrey Konovalov
This integrates the vertex and the fragment shaders by Morgan McGuire into qcam. 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: Use SPDX-License-Identifier in bayer_8.* shadersAndrey Konovalov
bayer_8.* vertex and fragment shaders carry the copy of the 2-Clause BSD License. Replace it with the SPDX-License-Identifier. 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: Fix wrong comment in bayer_8.fragAndrey Konovalov
Fetching into value[2] corresponds to E0, and fetching into value[3] - to F0. The fetch()-es themselves are correct, but the comments were not. 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: Copy the shaders for RAW8 Bayer format from motmotAndrey Konovalov
This commit copies the shaders from: https://github.com/motmot/libcamiface/commit/e36d51580510c211afc0430141085eb7a77d811b Signed-off-by: Andrey Konovalov <andrey.konovalov@linaro.org> Acked-by: Paul Elder <paul.elder@ideasonboard.com> Acked-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
2021-06-30qcam: viewfinder_gl: Add support for RAW12 packed formatsAndrey Konovalov
All the four Bayer orders are supported. The 4 LS bits of the 12-bit colour values are dropped as the RGBA format we convert into has only 8 bits per colour. Signed-off-by: Andrey Konovalov <andrey.konovalov@linaro.org> Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Paul Elder <paul.elder@ideasonboard.com> Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
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>