qcam: viewfinder_gl: Add shader to render packed YUV formats

The shader supports all 4 packed 8-bit YUV variants.

Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Acked-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
This commit is contained in:
Laurent Pinchart 2020-09-13 01:04:20 +03:00
parent ae9e7fbf3a
commit dcc47ff715
4 changed files with 140 additions and 0 deletions

View file

@ -0,0 +1,82 @@
/* 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 float tex_stepx;
void main(void)
{
mat3 yuv2rgb_bt601_mat = mat3(
vec3(1.164, 1.164, 1.164),
vec3(0.000, -0.392, 2.017),
vec3(1.596, -0.813, 0.000)
);
vec3 yuv2rgb_bt601_offset = vec3(0.063, 0.500, 0.500);
/*
* 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_stepx);
vec4 left = texture2D(tex_y, vec2(pos.x - f_x * tex_stepx, pos.y));
vec4 right = texture2D(tex_y, vec2(pos.x + (1.0 - f_x) * tex_stepx , 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_bt601_mat * (vec3(y, uv) - yuv2rgb_bt601_offset);
gl_FragColor = vec4(rgb, 1.0);
}

View file

@ -4,5 +4,6 @@
<file>YUV.vert</file>
<file>YUV_2_planes.frag</file>
<file>YUV_3_planes.frag</file>
<file>YUV_packed.frag</file>
</qresource>
</RCC>

View file

@ -14,12 +14,19 @@
#include <libcamera/formats.h>
static const QList<libcamera::PixelFormat> supportedFormats{
/* Packed (single plane) */
libcamera::formats::UYVY,
libcamera::formats::VYUY,
libcamera::formats::YUYV,
libcamera::formats::YVYU,
/* Semi planar (two planes) */
libcamera::formats::NV12,
libcamera::formats::NV21,
libcamera::formats::NV16,
libcamera::formats::NV61,
libcamera::formats::NV24,
libcamera::formats::NV42,
/* Fully planar (three planes) */
libcamera::formats::YUV420,
libcamera::formats::YVU420,
};
@ -149,6 +156,22 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
vertSubSample_ = 2;
fragmentShaderFile_ = ":YUV_3_planes.frag";
break;
case libcamera::formats::UYVY:
fragmentShaderDefines_.append("#define YUV_PATTERN_UYVY");
fragmentShaderFile_ = ":YUV_packed.frag";
break;
case libcamera::formats::VYUY:
fragmentShaderDefines_.append("#define YUV_PATTERN_VYUY");
fragmentShaderFile_ = ":YUV_packed.frag";
break;
case libcamera::formats::YUYV:
fragmentShaderDefines_.append("#define YUV_PATTERN_YUYV");
fragmentShaderFile_ = ":YUV_packed.frag";
break;
case libcamera::formats::YVYU:
fragmentShaderDefines_.append("#define YUV_PATTERN_YVYU");
fragmentShaderFile_ = ":YUV_packed.frag";
break;
default:
ret = false;
qWarning() << "[ViewFinderGL]:"
@ -235,6 +258,7 @@ bool ViewFinderGL::createFragmentShader()
textureUniformY_ = shaderProgram_.uniformLocation("tex_y");
textureUniformU_ = shaderProgram_.uniformLocation("tex_u");
textureUniformV_ = shaderProgram_.uniformLocation("tex_v");
textureUniformStepX_ = shaderProgram_.uniformLocation("tex_stepx");
if (!textureY_.isCreated())
textureY_.create();
@ -431,6 +455,38 @@ void ViewFinderGL::doRender()
shaderProgram_.setUniformValue(textureUniformU_, 1);
break;
case libcamera::formats::UYVY:
case libcamera::formats::VYUY:
case libcamera::formats::YUYV:
case libcamera::formats::YVYU:
/*
* Packed YUV formats are stored in a RGBA texture to match the
* OpenGL texel size with the 4 bytes repeating pattern in YUV.
* The texture width is thus half of the image with.
*/
glActiveTexture(GL_TEXTURE0);
configureTexture(textureY_);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
size_.width() / 2,
size_.height(),
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
yuvData_);
shaderProgram_.setUniformValue(textureUniformY_, 0);
/*
* The shader needs the step between two texture pixels in the
* horizontal direction, expressed in texture coordinate units
* ([0, 1]). There are exactly width - 1 steps between the
* leftmost and rightmost texels.
*/
shaderProgram_.setUniformValue(textureUniformStepX_,
1.0f / (size_.width() / 2 - 1));
break;
default:
break;
};

View file

@ -79,6 +79,7 @@ private:
GLuint textureUniformU_;
GLuint textureUniformV_;
GLuint textureUniformY_;
GLuint textureUniformStepX_;
QOpenGLTexture textureU_;
QOpenGLTexture textureV_;
QOpenGLTexture textureY_;