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The cam and qcam test application share code, currently through a crude
hack that references the cam source files directly from the qcam
meson.build file. To prepare for the introduction of hosting that code
in a static library, move all applications to src/apps/.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Paul Elder <paul.elder@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
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Commit 251f0534b74b ("qcam: viewfinder_gl: Take color space into account
for YUV rendering") introduced maybe-uninitialized warnings with gcc 11
and 12 when compiling with -O3. Both compilers warn that
../../src/qcam/viewfinder_gl.cpp: In member function ‘void ViewFinderGL::selectColorSpace(const libcamera::ColorSpace&)’:
../../src/qcam/viewfinder_gl.cpp:392:21: error: ‘offset’ may be used uninitialized in this function [-Werror=maybe-uninitialized]
391 | fragmentShaderDefines_.append(QString("#define YUV2RGB_Y_OFFSET %1")
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
392 | .arg(offset, 0, 'f', 1));
| ~~~~^~~~~~~~~~~~~~~~~~~
Additionally, gcc 12 warns that
../../src/qcam/viewfinder_gl.cpp: In member function ‘void ViewFinderGL::selectColorSpace(const libcamera::ColorSpace&)’:
../../src/qcam/viewfinder_gl.cpp:379:36: error: ‘yuv2rgb’ may be used uninitialized [-Werror=maybe-uninitialized]
379 | yuv2rgb[i] *= 255.0 / 219.0;
../../src/qcam/viewfinder_gl.cpp:330:31: note: ‘yuv2rgb’ declared here
330 | std::array<double, 9> yuv2rgb;
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While this should never happen here, the compiler isn't necessarily
wrong, as C++17 allows initializing a scoped enum from an integer using
direct-list-initialization, even if the integer value doesn't match any
of the enumerators for the scoped enum ([1]). Whether this is valid or
borderline paranoia from gcc may be debatable, but in any case it can't
be classified as blatantly wrong. Fix the warnings by adding default
cases to the switch statements in ViewFinderGL::selectColorSpace().
Which case is selected as the default doesn't matter, as this is not
meant to happen.
[1] https://en.cppreference.com/w/cpp/language/enum#enum_relaxed_init_cpp17
Bug: https://bugs.libcamera.org/show_bug.cgi?id=143
Fixes: 251f0534b74b ("qcam: viewfinder_gl: Take color space into account for YUV rendering")
Signed-off-by: Marco Felsch <m.felsch@pengutronix.de>
Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Rewrote commit message, added a default case for the encoding switch.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Umang Jain <umang.jain@ideasonboard.com>
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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>
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To prepare for color space support in the viewfinder, pass the color
space to the setFormat() function.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Umang Jain <umang.jain@ideasonboard.com>
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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>
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qcam currently assumes that no padding is used at end of lines, and uses
the image width as the stride. This leads to rendering failures with
some formats on some platforms. To prepare for stride support, add a
stride parameter to the ViewFinder::setFormat() function to pass the
stride from the stream configuration to the viewfinder.
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>
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Now that the ViewFinderGL receives an Image, it can trivially support
multi-planar buffers.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Jean-Michel Hautbois <jeanmichel.hautbois@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
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Replace the manual implementation of frame buffer mapping with the Image
class to improve code sharing. The ViewFinder API is updated to take an
Image pointer in the render() function to prepare for multi-planar
buffer support.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Jean-Michel Hautbois <jeanmichel.hautbois@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
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The number of metadata planes should always match the number of frame
buffer planes. Enforce this by making the vector private and providing
accessor functions.
As this changes the public API, update all in-tree users accordingly.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Reviewed-by: Jean-Michel Hautbois <jeanmichel.hautbois@ideasonboard.com>
Reviewed-by: Hirokazu Honda <hiroh@chromium.org>
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The MappedBuffer structure is a custom container that binds a data
pointer with a length. This is exactly what Span is. Use it instead.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Paul Elder <paul.elder@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
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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>
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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>
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In preparation to extend the supported formats, make it possible
to use different vertex fragment files depending on the format.
Make "identity.vert" the default choice.
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>
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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>
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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>
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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>
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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>
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In preparation for RGB formats support, store the three Y, U and V
textures in an array. This makes the code more generic, and will avoid
referring to an RGB texture as textureY_.
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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In preparation for RGB formats support, rename the pointer to image data
from yuvData_ to data_.
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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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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There's no need to cast the yuvData_ unsigned char pointer to a char
pointer before performing pointer arithmetics. Drop the unneeded casts.
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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When ViewFinderGL::setFormat() is called, the fragment shader is deleted
and recreated for the new format. This results in unnecessary shader
recompilation if only the size is changed and the pixel format remains
the same. Keep the existing shader in that case.
The null test for fragmentShader_ can be removed, as if the shader
program is linked, the fragment shader is guaranteed to exist.
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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When setting a new format, the existing fragment shader is deleted and a
new shader should be created. However, the shader pointer isn't set to
nullptr after deleting it, resulting in the deleter shader being reused.
Fix it by managing shader pointers with std::unique_ptr<> to prevent
similar bugs from happening in the future.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
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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Prepare the infrastructure to support defining preprocessor macros in
shaders:
- Rename the fragmentShaderSrc_ member to fragmentShaderFile_ to reflect
better that it contains a file name, not shader source code
- Add a new fragmentShaderDefines_ member to store preprocessor macros
- Prepend the macros to the shader source before compiling it
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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The GL renderer uses the same vertex shader for all formats. Hardcode
the file name instead of storing it in a member variable.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
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The texture IDs can easily and cheaply be retrieved from the textures,
there's no need to store them in class members.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
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The viewfinderGL accelerates the format conversion by using OpenGL ES
shader.
The minimum Qt version is bumped to v5.4, as QOpenGLWidget wasn't
available before that.
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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