qcam: viewfinder_gl: Add support for RAW8 Bayer formats

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>
This commit is contained in:
Andrey Konovalov 2021-06-22 16:46:51 +03:00 committed by Laurent Pinchart
parent e4be72d0ca
commit 43fd7d0fc8
4 changed files with 62 additions and 16 deletions

View file

@ -9,20 +9,23 @@ 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
/** Monochrome RGBA or GL_LUMINANCE Bayer encoded texture.*/
uniform sampler2D source;
uniform sampler2D tex_y;
varying vec4 center;
varying vec4 yCoord;
varying vec4 xCoord;
void main(void) {
#define fetch(x, y) texture2D(source, vec2(x, y)).r
#define fetch(x, y) texture2D(tex_y, vec2(x, y)).r
float C = texture2D(source, center.xy).r; // ( 0, 0)
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.

View file

@ -9,17 +9,22 @@ 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;
/** (w,h,1/w,1/h) */
uniform vec4 sourceSize;
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 firstRed;
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 */
@ -34,14 +39,13 @@ varying vec4 xCoord;
varying vec4 yCoord;
void main(void) {
center.xy = gl_MultiTexCoord0.xy;
center.zw = gl_MultiTexCoord0.xy * sourceSize.xy + firstRed;
center.xy = textureIn;
center.zw = textureIn * tex_size + tex_bayer_first_red;
vec2 invSize = sourceSize.zw;
xCoord = center.x + vec4(-2.0 * invSize.x,
-invSize.x, invSize.x, 2.0 * invSize.x);
yCoord = center.y + vec4(-2.0 * invSize.y,
-invSize.y, invSize.y, 2.0 * invSize.y);
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 = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_Position = vertexIn;
}

View file

@ -6,6 +6,8 @@
<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>

View file

@ -36,6 +36,11 @@ static const QList<libcamera::PixelFormat> supportedFormats{
libcamera::formats::RGBA8888,
libcamera::formats::BGR888,
libcamera::formats::RGB888,
/* Raw Bayer 8-bit */
libcamera::formats::SBGGR8,
libcamera::formats::SGBRG8,
libcamera::formats::SGRBG8,
libcamera::formats::SRGGB8,
/* Raw Bayer 10-bit packed */
libcamera::formats::SBGGR10_CSI2P,
libcamera::formats::SGBRG10_CSI2P,
@ -223,6 +228,34 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
fragmentShaderDefines_.append("#define RGB_PATTERN bgr");
fragmentShaderFile_ = ":RGB.frag";
break;
case libcamera::formats::SBGGR8:
firstRed_.setX(1.0);
firstRed_.setY(1.0);
vertexShaderFile_ = ":bayer_8.vert";
fragmentShaderFile_ = ":bayer_8.frag";
textureMinMagFilters_ = GL_NEAREST;
break;
case libcamera::formats::SGBRG8:
firstRed_.setX(0.0);
firstRed_.setY(1.0);
vertexShaderFile_ = ":bayer_8.vert";
fragmentShaderFile_ = ":bayer_8.frag";
textureMinMagFilters_ = GL_NEAREST;
break;
case libcamera::formats::SGRBG8:
firstRed_.setX(1.0);
firstRed_.setY(0.0);
vertexShaderFile_ = ":bayer_8.vert";
fragmentShaderFile_ = ":bayer_8.frag";
textureMinMagFilters_ = GL_NEAREST;
break;
case libcamera::formats::SRGGB8:
firstRed_.setX(0.0);
firstRed_.setY(0.0);
vertexShaderFile_ = ":bayer_8.vert";
fragmentShaderFile_ = ":bayer_8.frag";
textureMinMagFilters_ = GL_NEAREST;
break;
case libcamera::formats::SBGGR10_CSI2P:
firstRed_.setX(1.0);
firstRed_.setY(1.0);
@ -627,6 +660,10 @@ void ViewFinderGL::doRender()
shaderProgram_.setUniformValue(textureUniformY_, 0);
break;
case libcamera::formats::SBGGR8:
case libcamera::formats::SGBRG8:
case libcamera::formats::SGRBG8:
case libcamera::formats::SRGGB8:
case libcamera::formats::SBGGR10_CSI2P:
case libcamera::formats::SGBRG10_CSI2P:
case libcamera::formats::SGRBG10_CSI2P:
@ -636,8 +673,8 @@ void ViewFinderGL::doRender()
case libcamera::formats::SGRBG12_CSI2P:
case libcamera::formats::SRGGB12_CSI2P:
/*
* Packed raw Bayer 10-bit and 12-bit formats are stored in
* GL_RED texture.
* Raw Bayer 8-bit, and packed raw Bayer 10-bit/12-bit formats
* are stored in GL_RED texture.
* The texture width is equal to the stride.
*/
glActiveTexture(GL_TEXTURE0);