diff options
Diffstat (limited to 'src/qcam/assets/shader')
-rw-r--r-- | src/qcam/assets/shader/RGB.frag | 22 | ||||
-rw-r--r-- | src/qcam/assets/shader/YUV_2_planes.frag | 42 | ||||
-rw-r--r-- | src/qcam/assets/shader/YUV_3_planes.frag | 36 | ||||
-rw-r--r-- | src/qcam/assets/shader/YUV_packed.frag | 83 | ||||
-rw-r--r-- | src/qcam/assets/shader/bayer_1x_packed.frag | 216 | ||||
-rw-r--r-- | src/qcam/assets/shader/bayer_8.frag | 107 | ||||
-rw-r--r-- | src/qcam/assets/shader/bayer_8.vert | 51 | ||||
-rw-r--r-- | src/qcam/assets/shader/identity.vert | 18 | ||||
-rw-r--r-- | src/qcam/assets/shader/shaders.qrc | 13 |
9 files changed, 0 insertions, 588 deletions
diff --git a/src/qcam/assets/shader/RGB.frag b/src/qcam/assets/shader/RGB.frag deleted file mode 100644 index 4c374ac9..00000000 --- a/src/qcam/assets/shader/RGB.frag +++ /dev/null @@ -1,22 +0,0 @@ -/* SPDX-License-Identifier: LGPL-2.1-or-later */ -/* - * Copyright (C) 2020, Laurent Pinchart - * - * RGB.frag - Fragment shader code for RGB formats - */ - -#ifdef GL_ES -precision mediump float; -#endif - -varying vec2 textureOut; -uniform sampler2D tex_y; - -void main(void) -{ - vec3 rgb; - - rgb = texture2D(tex_y, textureOut).RGB_PATTERN; - - gl_FragColor = vec4(rgb, 1.0); -} diff --git a/src/qcam/assets/shader/YUV_2_planes.frag b/src/qcam/assets/shader/YUV_2_planes.frag deleted file mode 100644 index 1d5d1206..00000000 --- a/src/qcam/assets/shader/YUV_2_planes.frag +++ /dev/null @@ -1,42 +0,0 @@ -/* SPDX-License-Identifier: LGPL-2.1-or-later */ -/* - * Copyright (C) 2020, Linaro - * - * YUV_2_planes.frag - Fragment shader code for NV12, NV16 and NV24 formats - */ - -#ifdef GL_ES -precision mediump float; -#endif - -varying vec2 textureOut; -uniform sampler2D tex_y; -uniform sampler2D tex_u; - -const mat3 yuv2rgb_matrix = mat3( - YUV2RGB_MATRIX -); - -const vec3 yuv2rgb_offset = vec3( - YUV2RGB_Y_OFFSET / 255.0, 128.0 / 255.0, 128.0 / 255.0 -); - -void main(void) -{ - vec3 yuv; - - yuv.x = texture2D(tex_y, textureOut).r; -#if defined(YUV_PATTERN_UV) - yuv.y = texture2D(tex_u, textureOut).r; - yuv.z = texture2D(tex_u, textureOut).a; -#elif defined(YUV_PATTERN_VU) - yuv.y = texture2D(tex_u, textureOut).a; - yuv.z = texture2D(tex_u, textureOut).r; -#else -#error Invalid pattern -#endif - - vec3 rgb = yuv2rgb_matrix * (yuv - yuv2rgb_offset); - - gl_FragColor = vec4(rgb, 1.0); -} diff --git a/src/qcam/assets/shader/YUV_3_planes.frag b/src/qcam/assets/shader/YUV_3_planes.frag deleted file mode 100644 index 8f788e90..00000000 --- a/src/qcam/assets/shader/YUV_3_planes.frag +++ /dev/null @@ -1,36 +0,0 @@ -/* SPDX-License-Identifier: LGPL-2.1-or-later */ -/* - * Copyright (C) 2020, Linaro - * - * YUV_3_planes_UV.frag - Fragment shader code for YUV420 format - */ - -#ifdef GL_ES -precision mediump float; -#endif - -varying vec2 textureOut; -uniform sampler2D tex_y; -uniform sampler2D tex_u; -uniform sampler2D tex_v; - -const mat3 yuv2rgb_matrix = mat3( - YUV2RGB_MATRIX -); - -const vec3 yuv2rgb_offset = vec3( - YUV2RGB_Y_OFFSET / 255.0, 128.0 / 255.0, 128.0 / 255.0 -); - -void main(void) -{ - vec3 yuv; - - yuv.x = texture2D(tex_y, textureOut).r; - yuv.y = texture2D(tex_u, textureOut).r; - yuv.z = texture2D(tex_v, textureOut).r; - - vec3 rgb = yuv2rgb_matrix * (yuv - yuv2rgb_offset); - - gl_FragColor = vec4(rgb, 1.0); -} diff --git a/src/qcam/assets/shader/YUV_packed.frag b/src/qcam/assets/shader/YUV_packed.frag deleted file mode 100644 index b9ef9d41..00000000 --- a/src/qcam/assets/shader/YUV_packed.frag +++ /dev/null @@ -1,83 +0,0 @@ -/* SPDX-License-Identifier: LGPL-2.1-or-later */ -/* - * Copyright (C) 2020, Laurent Pinchart <laurent.pinchart@ideasonboard.com> - * - * YUV_packed.frag - Fragment shader code for YUYV packed formats - */ - -#ifdef GL_ES -precision mediump float; -#endif - -varying vec2 textureOut; - -uniform sampler2D tex_y; -uniform vec2 tex_step; - -const mat3 yuv2rgb_matrix = mat3( - YUV2RGB_MATRIX -); - -const vec3 yuv2rgb_offset = vec3( - YUV2RGB_Y_OFFSET / 255.0, 128.0 / 255.0, 128.0 / 255.0 -); - -void main(void) -{ - /* - * The sampler won't interpolate the texture correctly along the X axis, - * as each RGBA pixel effectively stores two pixels. We thus need to - * interpolate manually. - * - * In integer texture coordinates, the Y values are layed out in the - * texture memory as follows: - * - * ...| Y U Y V | Y U Y V | Y U Y V |... - * ...| R G B A | R G B A | R G B A |... - * ^ ^ ^ ^ ^ ^ - * | | | | | | - * n-1 n-0.5 n n+0.5 n+1 n+1.5 - * - * For a texture location x in the interval [n, n+1[, sample the left - * and right pixels at n and n+1, and interpolate them with - * - * left.r * (1 - a) + left.b * a if fract(x) < 0.5 - * left.b * (1 - a) + right.r * a if fract(x) >= 0.5 - * - * with a = fract(x * 2) which can also be written - * - * a = fract(x) * 2 if fract(x) < 0.5 - * a = fract(x) * 2 - 1 if fract(x) >= 0.5 - */ - vec2 pos = textureOut; - float f_x = fract(pos.x / tex_step.x); - - vec4 left = texture2D(tex_y, vec2(pos.x - f_x * tex_step.x, pos.y)); - vec4 right = texture2D(tex_y, vec2(pos.x + (1.0 - f_x) * tex_step.x , pos.y)); - -#if defined(YUV_PATTERN_UYVY) - float y_left = mix(left.g, left.a, f_x * 2.0); - float y_right = mix(left.a, right.g, f_x * 2.0 - 1.0); - vec2 uv = mix(left.rb, right.rb, f_x); -#elif defined(YUV_PATTERN_VYUY) - float y_left = mix(left.g, left.a, f_x * 2.0); - float y_right = mix(left.a, right.g, f_x * 2.0 - 1.0); - vec2 uv = mix(left.br, right.br, f_x); -#elif defined(YUV_PATTERN_YUYV) - float y_left = mix(left.r, left.b, f_x * 2.0); - float y_right = mix(left.b, right.r, f_x * 2.0 - 1.0); - vec2 uv = mix(left.ga, right.ga, f_x); -#elif defined(YUV_PATTERN_YVYU) - float y_left = mix(left.r, left.b, f_x * 2.0); - float y_right = mix(left.b, right.r, f_x * 2.0 - 1.0); - vec2 uv = mix(left.ag, right.ag, f_x); -#else -#error Invalid pattern -#endif - - float y = mix(y_left, y_right, step(0.5, f_x)); - - vec3 rgb = yuv2rgb_matrix * (vec3(y, uv) - yuv2rgb_offset); - - gl_FragColor = vec4(rgb, 1.0); -} diff --git a/src/qcam/assets/shader/bayer_1x_packed.frag b/src/qcam/assets/shader/bayer_1x_packed.frag deleted file mode 100644 index f53f5575..00000000 --- a/src/qcam/assets/shader/bayer_1x_packed.frag +++ /dev/null @@ -1,216 +0,0 @@ -/* SPDX-License-Identifier: BSD-2-Clause */ -/* - * Based on the code 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 for 10/12-bit packed vs 8-bit raw Bayer format, - * and for simpler demosaic algorithm. - * Copyright (C) 2020, Linaro - * - * bayer_1x_packed.frag - Fragment shader code for raw Bayer 10-bit and 12-bit - * packed formats - */ - -#ifdef GL_ES -precision mediump float; -#endif - -/* - * These constants are used to select the bytes containing the HS part of - * the pixel value: - * BPP - bytes per pixel, - * THRESHOLD_L = fract(BPP) * 0.5 + 0.02 - * THRESHOLD_H = 1.0 - fract(BPP) * 1.5 + 0.02 - * Let X is the x coordinate in the texture measured in bytes (so that the - * range is from 0 to (stride_-1)) aligned on the nearest pixel. - * E.g. for RAW10P: - * -------------+-------------------+-------------------+-- - * pixel No | 0 1 2 3 | 4 5 6 7 | ... - * -------------+-------------------+-------------------+-- - * byte offset | 0 1 2 3 4 | 5 6 7 8 9 | ... - * -------------+-------------------+-------------------+-- - * X | 0.0 1.25 2.5 3.75 | 5.0 6.25 7.5 8.75 | ... - * -------------+-------------------+-------------------+-- - * If fract(X) < THRESHOLD_L then the previous byte contains the LS - * bits of the pixel values and needs to be skipped. - * If fract(X) > THRESHOLD_H then the next byte contains the LS bits - * of the pixel values and needs to be skipped. - */ -#if defined(RAW10P) -#define BPP 1.25 -#define THRESHOLD_L 0.14 -#define THRESHOLD_H 0.64 -#elif defined(RAW12P) -#define BPP 1.5 -#define THRESHOLD_L 0.27 -#define THRESHOLD_H 0.27 -#else -#error Invalid raw format -#endif - - -varying vec2 textureOut; - -/* the texture size in pixels */ -uniform vec2 tex_size; -uniform vec2 tex_step; -uniform vec2 tex_bayer_first_red; - -uniform sampler2D tex_y; - -void main(void) -{ - vec3 rgb; - - /* - * center_bytes holds the coordinates of the MS byte of the pixel - * being sampled on the [0, stride-1/height-1] range. - * center_pixel holds the coordinates of the pixel being sampled - * on the [0, width/height-1] range. - */ - vec2 center_bytes; - vec2 center_pixel; - - /* - * x- and y-positions of the adjacent pixels on the [0, 1] range. - */ - vec2 xcoords; - vec2 ycoords; - - /* - * The coordinates passed to the shader in textureOut may point - * to a place in between the pixels if the texture format doesn't - * match the image format. In particular, MIPI packed raw Bayer - * formats don't have a matching texture format. - * In this case align the coordinates to the left nearest pixel - * by hand. - */ - center_pixel = floor(textureOut * tex_size); - center_bytes.y = center_pixel.y; - - /* - * Add a small number (a few mantissa's LSBs) to avoid float - * representation issues. Maybe paranoic. - */ - center_bytes.x = BPP * center_pixel.x + 0.02; - - float fract_x = fract(center_bytes.x); - - /* - * The below floor() call ensures that center_bytes.x points - * at one of the bytes representing the 8 higher bits of - * the pixel value, not at the byte containing the LS bits - * of the group of the pixels. - */ - center_bytes.x = floor(center_bytes.x); - center_bytes *= tex_step; - - xcoords = center_bytes.x + vec2(-tex_step.x, tex_step.x); - ycoords = center_bytes.y + vec2(-tex_step.y, tex_step.y); - - /* - * If xcoords[0] points at the byte containing the LS bits - * of the previous group of the pixels, move xcoords[0] one - * byte back. - */ - xcoords[0] += (fract_x < THRESHOLD_L) ? -tex_step.x : 0.0; - - /* - * If xcoords[1] points at the byte containing the LS bits - * of the current group of the pixels, move xcoords[1] one - * byte forward. - */ - xcoords[1] += (fract_x > THRESHOLD_H) ? tex_step.x : 0.0; - - vec2 alternate = mod(center_pixel.xy + tex_bayer_first_red, 2.0); - bool even_col = alternate.x < 1.0; - bool even_row = alternate.y < 1.0; - - /* - * We need to sample the central pixel and the ones with offset - * of -1 to +1 pixel in both X and Y directions. Let's name these - * pixels as below, where C is the central pixel: - * - * +----+----+----+----+ - * | \ x| | | | - * |y \ | -1 | 0 | +1 | - * +----+----+----+----+ - * | +1 | D2 | A1 | D3 | - * +----+----+----+----+ - * | 0 | B0 | C | B1 | - * +----+----+----+----+ - * | -1 | D0 | A0 | D1 | - * +----+----+----+----+ - * - * In the below equations (0,-1).r means "r component of the texel - * shifted by -tex_step.y from the center_bytes one" etc. - * - * In the even row / even column (EE) case the colour values are: - * R = C = (0,0).r, - * G = (A0 + A1 + B0 + B1) / 4.0 = - * ( (0,-1).r + (0,1).r + (-1,0).r + (1,0).r ) / 4.0, - * B = (D0 + D1 + D2 + D3) / 4.0 = - * ( (-1,-1).r + (1,-1).r + (-1,1).r + (1,1).r ) / 4.0 - * - * For even row / odd column (EO): - * R = (B0 + B1) / 2.0 = ( (-1,0).r + (1,0).r ) / 2.0, - * G = C = (0,0).r, - * B = (A0 + A1) / 2.0 = ( (0,-1).r + (0,1).r ) / 2.0 - * - * For odd row / even column (OE): - * R = (A0 + A1) / 2.0 = ( (0,-1).r + (0,1).r ) / 2.0, - * G = C = (0,0).r, - * B = (B0 + B1) / 2.0 = ( (-1,0).r + (1,0).r ) / 2.0 - * - * For odd row / odd column (OO): - * R = (D0 + D1 + D2 + D3) / 4.0 = - * ( (-1,-1).r + (1,-1).r + (-1,1).r + (1,1).r ) / 4.0, - * G = (A0 + A1 + B0 + B1) / 4.0 = - * ( (0,-1).r + (0,1).r + (-1,0).r + (1,0).r ) / 4.0, - * B = C = (0,0).r - */ - - /* - * Fetch the values and precalculate the terms: - * patterns.x = (A0 + A1) / 2.0 - * patterns.y = (B0 + B1) / 2.0 - * patterns.z = (A0 + A1 + B0 + B1) / 4.0 - * patterns.w = (D0 + D1 + D2 + D3) / 4.0 - */ - #define fetch(x, y) texture2D(tex_y, vec2(x, y)).r - - float C = texture2D(tex_y, center_bytes).r; - vec4 patterns = vec4( - fetch(center_bytes.x, ycoords[0]), /* A0: (0,-1) */ - fetch(xcoords[0], center_bytes.y), /* B0: (-1,0) */ - fetch(xcoords[0], ycoords[0]), /* D0: (-1,-1) */ - fetch(xcoords[1], ycoords[0])); /* D1: (1,-1) */ - vec4 temp = vec4( - fetch(center_bytes.x, ycoords[1]), /* A1: (0,1) */ - fetch(xcoords[1], center_bytes.y), /* B1: (1,0) */ - fetch(xcoords[1], ycoords[1]), /* D3: (1,1) */ - fetch(xcoords[0], ycoords[1])); /* D2: (-1,1) */ - patterns = (patterns + temp) * 0.5; - /* .x = (A0 + A1) / 2.0, .y = (B0 + B1) / 2.0 */ - /* .z = (D0 + D3) / 2.0, .w = (D1 + D2) / 2.0 */ - patterns.w = (patterns.z + patterns.w) * 0.5; - patterns.z = (patterns.x + patterns.y) * 0.5; - - rgb = even_col ? - (even_row ? - vec3(C, patterns.zw) : - vec3(patterns.x, C, patterns.y)) : - (even_row ? - vec3(patterns.y, C, patterns.x) : - vec3(patterns.wz, C)); - - gl_FragColor = vec4(rgb, 1.0); -} diff --git a/src/qcam/assets/shader/bayer_8.frag b/src/qcam/assets/shader/bayer_8.frag deleted file mode 100644 index 7e35ca88..00000000 --- a/src/qcam/assets/shader/bayer_8.frag +++ /dev/null @@ -1,107 +0,0 @@ -/* 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 -*/ - -//Pixel Shader -#ifdef GL_ES -precision mediump float; -#endif - -/** Monochrome RGBA or GL_LUMINANCE Bayer encoded texture.*/ -uniform sampler2D tex_y; -varying vec4 center; -varying vec4 yCoord; -varying vec4 xCoord; - -void main(void) { - #define fetch(x, y) texture2D(tex_y, vec2(x, y)).r - - float C = texture2D(tex_y, center.xy).r; // ( 0, 0) - const vec4 kC = vec4( 4.0, 6.0, 5.0, 5.0) / 8.0; - - // Determine which of four types of pixels we are on. - vec2 alternate = mod(floor(center.zw), 2.0); - - vec4 Dvec = vec4( - fetch(xCoord[1], yCoord[1]), // (-1,-1) - fetch(xCoord[1], yCoord[2]), // (-1, 1) - fetch(xCoord[2], yCoord[1]), // ( 1,-1) - fetch(xCoord[2], yCoord[2])); // ( 1, 1) - - vec4 PATTERN = (kC.xyz * C).xyzz; - - // Can also be a dot product with (1,1,1,1) on hardware where that is - // specially optimized. - // Equivalent to: D = Dvec[0] + Dvec[1] + Dvec[2] + Dvec[3]; - Dvec.xy += Dvec.zw; - Dvec.x += Dvec.y; - - vec4 value = vec4( - fetch(center.x, yCoord[0]), // ( 0,-2) - fetch(center.x, yCoord[1]), // ( 0,-1) - fetch(xCoord[0], center.y), // (-2, 0) - fetch(xCoord[1], center.y)); // (-1, 0) - - vec4 temp = vec4( - fetch(center.x, yCoord[3]), // ( 0, 2) - fetch(center.x, yCoord[2]), // ( 0, 1) - fetch(xCoord[3], center.y), // ( 2, 0) - fetch(xCoord[2], center.y)); // ( 1, 0) - - // Even the simplest compilers should be able to constant-fold these to - // avoid the division. - // Note that on scalar processors these constants force computation of some - // identical products twice. - const vec4 kA = vec4(-1.0, -1.5, 0.5, -1.0) / 8.0; - const vec4 kB = vec4( 2.0, 0.0, 0.0, 4.0) / 8.0; - const vec4 kD = vec4( 0.0, 2.0, -1.0, -1.0) / 8.0; - - // Conserve constant registers and take advantage of free swizzle on load - #define kE (kA.xywz) - #define kF (kB.xywz) - - value += temp; - - // There are five filter patterns (identity, cross, checker, - // theta, phi). Precompute the terms from all of them and then - // use swizzles to assign to color channels. - // - // Channel Matches - // x cross (e.g., EE G) - // y checker (e.g., EE B) - // z theta (e.g., EO R) - // w phi (e.g., EO R) - #define A (value[0]) - #define B (value[1]) - #define D (Dvec.x) - #define E (value[2]) - #define F (value[3]) - - // Avoid zero elements. On a scalar processor this saves two MADDs - // and it has no effect on a vector processor. - PATTERN.yzw += (kD.yz * D).xyy; - - PATTERN += (kA.xyz * A).xyzx + (kE.xyw * E).xyxz; - PATTERN.xw += kB.xw * B; - PATTERN.xz += kF.xz * F; - - gl_FragColor.rgb = (alternate.y == 0.0) ? - ((alternate.x == 0.0) ? - vec3(C, PATTERN.xy) : - vec3(PATTERN.z, C, PATTERN.w)) : - ((alternate.x == 0.0) ? - vec3(PATTERN.w, C, PATTERN.z) : - vec3(PATTERN.yx, C)); -} diff --git a/src/qcam/assets/shader/bayer_8.vert b/src/qcam/assets/shader/bayer_8.vert deleted file mode 100644 index 3695a5e9..00000000 --- a/src/qcam/assets/shader/bayer_8.vert +++ /dev/null @@ -1,51 +0,0 @@ -/* 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; -} diff --git a/src/qcam/assets/shader/identity.vert b/src/qcam/assets/shader/identity.vert deleted file mode 100644 index 12c41377..00000000 --- a/src/qcam/assets/shader/identity.vert +++ /dev/null @@ -1,18 +0,0 @@ -/* SPDX-License-Identifier: LGPL-2.1-or-later */ -/* - * Copyright (C) 2020, Linaro - * - * identity.vert - Identity vertex shader for pixel format conversion - */ - -attribute vec4 vertexIn; -attribute vec2 textureIn; -varying vec2 textureOut; - -uniform float stride_factor; - -void main(void) -{ - gl_Position = vertexIn; - textureOut = vec2(textureIn.x * stride_factor, textureIn.y); -} diff --git a/src/qcam/assets/shader/shaders.qrc b/src/qcam/assets/shader/shaders.qrc deleted file mode 100644 index 96c709f9..00000000 --- a/src/qcam/assets/shader/shaders.qrc +++ /dev/null @@ -1,13 +0,0 @@ -<!-- SPDX-License-Identifier: LGPL-2.1-or-later --> -<!DOCTYPE RCC><RCC version="1.0"> -<qresource> - <file>RGB.frag</file> - <file>YUV_2_planes.frag</file> - <file>YUV_3_planes.frag</file> - <file>YUV_packed.frag</file> - <file>bayer_1x_packed.frag</file> - <file>bayer_8.frag</file> - <file>bayer_8.vert</file> - <file>identity.vert</file> -</qresource> -</RCC> |