Age | Commit message (Collapse) | Author |
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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>
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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>
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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>
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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>
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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>
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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>
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