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path: root/src/qcam/assets/shader/RGB.frag
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2022-10-20Move test applications to src/apps/Laurent Pinchart
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>
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>