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-rw-r--r--src/qcam/assets/shader/bayer_1x_packed.frag185
-rw-r--r--src/qcam/assets/shader/shaders.qrc1
-rw-r--r--src/qcam/viewfinder_gl.cpp78
-rw-r--r--src/qcam/viewfinder_gl.h9
4 files changed, 271 insertions, 2 deletions
diff --git a/src/qcam/assets/shader/bayer_1x_packed.frag b/src/qcam/assets/shader/bayer_1x_packed.frag
new file mode 100644
index 00000000..d36db8a2
--- /dev/null
+++ b/src/qcam/assets/shader/bayer_1x_packed.frag
@@ -0,0 +1,185 @@
+/* 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
+
+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_X * center_pixel.x + 0.02;
+
+ const float threshold_l = 0.127 /* fract(BPP_X) * 0.5 + 0.02 */;
+ const float threshold_h = 0.625 /* 1.0 - fract(BPP_X) * 1.5 */;
+
+ 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/shaders.qrc b/src/qcam/assets/shader/shaders.qrc
index 8a8f9de1..d76d65c5 100644
--- a/src/qcam/assets/shader/shaders.qrc
+++ b/src/qcam/assets/shader/shaders.qrc
@@ -5,6 +5,7 @@
<file>YUV_2_planes.frag</file>
<file>YUV_3_planes.frag</file>
<file>YUV_packed.frag</file>
+ <file>bayer_1x_packed.frag</file>
<file>identity.vert</file>
</qresource>
</RCC>
diff --git a/src/qcam/viewfinder_gl.cpp b/src/qcam/viewfinder_gl.cpp
index ff719418..ffbbc6c5 100644
--- a/src/qcam/viewfinder_gl.cpp
+++ b/src/qcam/viewfinder_gl.cpp
@@ -36,6 +36,11 @@ static const QList<libcamera::PixelFormat> supportedFormats{
libcamera::formats::RGBA8888,
libcamera::formats::BGR888,
libcamera::formats::RGB888,
+ /* Raw Bayer 10-bit packed */
+ libcamera::formats::SBGGR10_CSI2P,
+ libcamera::formats::SGBRG10_CSI2P,
+ libcamera::formats::SGRBG10_CSI2P,
+ libcamera::formats::SRGGB10_CSI2P,
};
ViewFinderGL::ViewFinderGL(QWidget *parent)
@@ -106,6 +111,10 @@ void ViewFinderGL::render(libcamera::FrameBuffer *buffer, MappedBuffer *map)
renderComplete(buffer_);
data_ = static_cast<unsigned char *>(map->memory);
+ /*
+ * \todo Get the stride from the buffer instead of computing it naively
+ */
+ stride_ = buffer->metadata().planes[0].bytesused / size_.height();
update();
buffer_ = buffer;
}
@@ -114,6 +123,9 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
{
bool ret = true;
+ /* Set min/mag filters to GL_LINEAR by default. */
+ textureMinMagFilters_ = GL_LINEAR;
+
fragmentShaderDefines_.clear();
switch (format) {
@@ -203,6 +215,34 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
fragmentShaderDefines_.append("#define RGB_PATTERN bgr");
fragmentShaderFile_ = ":RGB.frag";
break;
+ case libcamera::formats::SBGGR10_CSI2P:
+ firstRed_.setX(1.0);
+ firstRed_.setY(1.0);
+ fragmentShaderDefines_.append("#define BPP_X 1.25");
+ fragmentShaderFile_ = ":bayer_1x_packed.frag";
+ textureMinMagFilters_ = GL_NEAREST;
+ break;
+ case libcamera::formats::SGBRG10_CSI2P:
+ firstRed_.setX(0.0);
+ firstRed_.setY(1.0);
+ fragmentShaderDefines_.append("#define BPP_X 1.25");
+ fragmentShaderFile_ = ":bayer_1x_packed.frag";
+ textureMinMagFilters_ = GL_NEAREST;
+ break;
+ case libcamera::formats::SGRBG10_CSI2P:
+ firstRed_.setX(1.0);
+ firstRed_.setY(0.0);
+ fragmentShaderDefines_.append("#define BPP_X 1.25");
+ fragmentShaderFile_ = ":bayer_1x_packed.frag";
+ textureMinMagFilters_ = GL_NEAREST;
+ break;
+ case libcamera::formats::SRGGB10_CSI2P:
+ firstRed_.setX(0.0);
+ firstRed_.setY(0.0);
+ fragmentShaderDefines_.append("#define BPP_X 1.25");
+ fragmentShaderFile_ = ":bayer_1x_packed.frag";
+ textureMinMagFilters_ = GL_NEAREST;
+ break;
default:
ret = false;
qWarning() << "[ViewFinderGL]:"
@@ -290,6 +330,8 @@ bool ViewFinderGL::createFragmentShader()
textureUniformU_ = shaderProgram_.uniformLocation("tex_u");
textureUniformV_ = shaderProgram_.uniformLocation("tex_v");
textureUniformStep_ = shaderProgram_.uniformLocation("tex_step");
+ textureUniformSize_ = shaderProgram_.uniformLocation("tex_size");
+ textureUniformBayerFirstRed_ = shaderProgram_.uniformLocation("tex_bayer_first_red");
/* Create the textures. */
for (std::unique_ptr<QOpenGLTexture> &texture : textures_) {
@@ -306,8 +348,10 @@ bool ViewFinderGL::createFragmentShader()
void ViewFinderGL::configureTexture(QOpenGLTexture &texture)
{
glBindTexture(GL_TEXTURE_2D, texture.textureId());
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
+ textureMinMagFilters_);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ textureMinMagFilters_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
@@ -547,6 +591,36 @@ void ViewFinderGL::doRender()
shaderProgram_.setUniformValue(textureUniformY_, 0);
break;
+ case libcamera::formats::SBGGR10_CSI2P:
+ case libcamera::formats::SGBRG10_CSI2P:
+ case libcamera::formats::SGRBG10_CSI2P:
+ case libcamera::formats::SRGGB10_CSI2P:
+ /*
+ * Packed raw Bayer 10-bit formats are stored in GL_RED texture.
+ * The texture width is equal to the stride.
+ */
+ glActiveTexture(GL_TEXTURE0);
+ configureTexture(*textures_[0]);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RED,
+ stride_,
+ size_.height(),
+ 0,
+ GL_RED,
+ GL_UNSIGNED_BYTE,
+ data_);
+ shaderProgram_.setUniformValue(textureUniformY_, 0);
+ shaderProgram_.setUniformValue(textureUniformBayerFirstRed_,
+ firstRed_);
+ shaderProgram_.setUniformValue(textureUniformSize_,
+ size_.width(), /* in pixels */
+ size_.height());
+ shaderProgram_.setUniformValue(textureUniformStep_,
+ 1.0f / (stride_ - 1),
+ 1.0f / (size_.height() - 1));
+ break;
+
default:
break;
};
diff --git a/src/qcam/viewfinder_gl.h b/src/qcam/viewfinder_gl.h
index 1b1faa91..508155b1 100644
--- a/src/qcam/viewfinder_gl.h
+++ b/src/qcam/viewfinder_gl.h
@@ -66,6 +66,7 @@ private:
libcamera::FrameBuffer *buffer_;
libcamera::PixelFormat format_;
QSize size_;
+ unsigned int stride_;
unsigned char *data_;
/* Shaders */
@@ -81,6 +82,9 @@ private:
/* Textures */
std::array<std::unique_ptr<QOpenGLTexture>, 3> textures_;
+ /* Common texture parameters */
+ GLuint textureMinMagFilters_;
+
/* YUV texture parameters */
GLuint textureUniformU_;
GLuint textureUniformV_;
@@ -89,6 +93,11 @@ private:
unsigned int horzSubSample_;
unsigned int vertSubSample_;
+ /* Raw Bayer texture parameters */
+ GLuint textureUniformSize_;
+ GLuint textureUniformBayerFirstRed_;
+ QPointF firstRed_;
+
QMutex mutex_; /* Prevent concurrent access to image_ */
};