From 84ad104499d9efc0253dae1a60ee070ed375ad95 Mon Sep 17 00:00:00 2001 From: Laurent Pinchart Date: Thu, 20 Oct 2022 00:44:55 +0300 Subject: Move test applications to src/apps/ 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 Reviewed-by: Paul Elder Reviewed-by: Kieran Bingham --- src/apps/qcam/assets/shader/bayer_8.vert | 51 ++++++++++++++++++++++++++++++++ 1 file changed, 51 insertions(+) create mode 100644 src/apps/qcam/assets/shader/bayer_8.vert (limited to 'src/apps/qcam/assets/shader/bayer_8.vert') diff --git a/src/apps/qcam/assets/shader/bayer_8.vert b/src/apps/qcam/assets/shader/bayer_8.vert new file mode 100644 index 00000000..3695a5e9 --- /dev/null +++ b/src/apps/qcam/assets/shader/bayer_8.vert @@ -0,0 +1,51 @@ +/* SPDX-License-Identifier: BSD-2-Clause */ +/* +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 to integrate it into libcamera. +Copyright (C) 2021, Linaro +*/ + +//Vertex Shader + +attribute vec4 vertexIn; +attribute vec2 textureIn; + +uniform vec2 tex_size; /* The texture size in pixels */ +uniform vec2 tex_step; + +/** Pixel position of the first red pixel in the */ +/** Bayer pattern. [{0,1}, {0, 1}]*/ +uniform vec2 tex_bayer_first_red; + +/** .xy = Pixel being sampled in the fragment shader on the range [0, 1] + .zw = ...on the range [0, sourceSize], offset by firstRed */ +varying vec4 center; + +/** center.x + (-2/w, -1/w, 1/w, 2/w); These are the x-positions */ +/** of the adjacent pixels.*/ +varying vec4 xCoord; + +/** center.y + (-2/h, -1/h, 1/h, 2/h); These are the y-positions */ +/** of the adjacent pixels.*/ +varying vec4 yCoord; + +void main(void) { + center.xy = textureIn; + center.zw = textureIn * tex_size + tex_bayer_first_red; + + xCoord = center.x + vec4(-2.0 * tex_step.x, + -tex_step.x, tex_step.x, 2.0 * tex_step.x); + yCoord = center.y + vec4(-2.0 * tex_step.y, + -tex_step.y, tex_step.y, 2.0 * tex_step.y); + + gl_Position = vertexIn; +} -- cgit v1.2.1