libcamera: shaders: Extend debayer shaders to apply RGB gain values on output
Extend out the bayer fragment shaders to take 3 x 256 byte inputs as textures from the CPU. We then use an index to the table to recover the colour-corrected values provided by the SoftIPA thread. Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org>
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4 changed files with 169 additions and 23 deletions
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@ -65,6 +65,10 @@ uniform vec2 tex_step;
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uniform vec2 tex_bayer_first_red;
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uniform sampler2D tex_y;
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uniform sampler2D red_param;
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uniform sampler2D green_param;
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uniform sampler2D blue_param;
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uniform mat3 ccm;
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void main(void)
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{
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@ -212,5 +216,57 @@ void main(void)
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vec3(patterns.y, C, patterns.x) :
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vec3(patterns.wz, C));
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#if defined(APPLY_CCM_PARAMETERS)
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/*
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* CCM is a 3x3 in the format
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*
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* +--------------+----------------+---------------+
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* | RedRedGain | RedGreenGain | RedBlueGain |
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* +--------------+----------------+---------------+
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* | GreenRedGain | GreenGreenGain | GreenBlueGain |
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* +--------------+----------------+---------------+
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* | BlueRedGain | BlueGreenGain | BlueBlueGain |
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* +--------------+----------------+---------------+
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*
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* Rout = RedRedGain * Rin + RedGreenGain * Gin + RedBlueGain * Bin
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* Gout = GreenRedGain * Rin + GreenGreenGain * Gin + GreenBlueGain * Bin
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* Bout = BlueRedGain * Rin + BlueGreenGain * Gin + BlueBlueGain * Bin
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*
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* We upload to the GPU without transposition glUniformMatrix3f(.., .., GL_FALSE, ccm);
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*
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* CPU
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* float ccm [] = {
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* RedRedGain, RedGreenGain, RedBlueGain,
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* GreenRedGain, GreenGreenGain, GreenBlueGain,
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* BlueRedGain, BlueGreenGain, BlueBlueGain,
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* };
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*
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* GPU
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* ccm = {
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* RedRedGain, GreenRedGain, BlueRedGain,
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* RedGreenGain, GreenGreenGain, BlueGreenGain,
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* RedBlueGain, GreenBlueGain, BlueBlueGain,
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* }
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*
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* However the indexing for the mat data-type is column major hence
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* ccm[0][0] = RedRedGain, ccm[0][1] = RedGreenGain, ccm[0][2] = RedBlueGain
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*
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*/
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float rin, gin, bin;
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rin = rgb.r;
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gin = rgb.g;
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bin = rgb.b;
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rgb.r = (rin * ccm[0][0]) + (gin * ccm[0][1]) + (bin * ccm[0][2]);
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rgb.g = (rin * ccm[1][0]) + (gin * ccm[1][1]) + (bin * ccm[1][2]);
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rgb.b = (rin * ccm[2][0]) + (gin * ccm[2][1]) + (bin * ccm[2][2]);
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#elif defined(APPLY_RGB_PARAMETERS)
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/* Apply bayer params */
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rgb.r = texture2D(red_param, vec2(rgb.r, 0.5)).r;
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rgb.g = texture2D(green_param, vec2(rgb.g, 0.5)).g;
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rgb.b = texture2D(blue_param, vec2(rgb.b, 0.5)).b;
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#endif
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gl_FragColor = vec4(rgb, 1.0);
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}
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@ -21,11 +21,17 @@ precision highp float;
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/** Monochrome RGBA or GL_LUMINANCE Bayer encoded texture.*/
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uniform sampler2D tex_y;
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uniform sampler2D red_param;
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uniform sampler2D green_param;
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uniform sampler2D blue_param;
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varying vec4 center;
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varying vec4 yCoord;
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varying vec4 xCoord;
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uniform mat3 ccm;
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void main(void) {
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vec3 rgb;
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#define fetch(x, y) texture2D(tex_y, vec2(x, y)).r
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float C = texture2D(tex_y, center.xy).r; // ( 0, 0)
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@ -97,11 +103,65 @@ void main(void) {
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PATTERN.xw += kB.xw * B;
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PATTERN.xz += kF.xz * F;
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gl_FragColor.rgb = (alternate.y == 0.0) ?
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rgb = (alternate.y == 0.0) ?
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((alternate.x == 0.0) ?
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vec3(C, PATTERN.xy) :
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vec3(PATTERN.z, C, PATTERN.w)) :
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((alternate.x == 0.0) ?
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vec3(PATTERN.w, C, PATTERN.z) :
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vec3(PATTERN.yx, C));
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#if defined(APPLY_CCM_PARAMETERS)
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/*
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* CCM is a 3x3 in the format
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*
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* +--------------+----------------+---------------+
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* | RedRedGain | RedGreenGain | RedBlueGain |
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* +--------------+----------------+---------------+
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* | GreenRedGain | GreenGreenGain | GreenBlueGain |
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* +--------------+----------------+---------------+
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* | BlueRedGain | BlueGreenGain | BlueBlueGain |
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* +--------------+----------------+---------------+
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*
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* Rout = RedRedGain * Rin + RedGreenGain * Gin + RedBlueGain * Bin
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* Gout = GreenRedGain * Rin + GreenGreenGain * Gin + GreenBlueGain * Bin
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* Bout = BlueRedGain * Rin + BlueGreenGain * Gin + BlueBlueGain * Bin
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*
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* We upload to the GPU without transposition glUniformMatrix3f(.., .., GL_FALSE, ccm);
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*
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* CPU
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* float ccm [] = {
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* RedRedGain, RedGreenGain, RedBlueGain,
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* GreenRedGain, GreenGreenGain, GreenBlueGain,
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* BlueRedGain, BlueGreenGain, BlueBlueGain,
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* };
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*
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* GPU
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* ccm = {
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* RedRedGain, GreenRedGain, BlueRedGain,
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* RedGreenGain, GreenGreenGain, BlueGreenGain,
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* RedBlueGain, GreenBlueGain, BlueBlueGain,
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* }
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*
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* However the indexing for the mat data-type is column major hence
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* ccm[0][0] = RedRedGain, ccm[0][1] = RedGreenGain, ccm[0][2] = RedBlueGain
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*
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*/
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float rin, gin, bin;
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rin = rgb.r;
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gin = rgb.g;
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bin = rgb.b;
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rgb.r = (rin * ccm[0][0]) + (gin * ccm[0][1]) + (bin * ccm[0][2]);
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rgb.g = (rin * ccm[1][0]) + (gin * ccm[1][1]) + (bin * ccm[1][2]);
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rgb.b = (rin * ccm[2][0]) + (gin * ccm[2][1]) + (bin * ccm[2][2]);
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#elif defined(APPLY_RGB_PARAMETERS)
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/* Apply bayer params */
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rgb.r = texture2D(red_param, vec2(rgb.r, 0.5)).r;
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rgb.g = texture2D(red_param, vec2(rgb.g, 0.5)).g;
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rgb.b = texture2D(red_param, vec2(rgb.b, 0.5)).b;
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#endif
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gl_FragColor.rgb = rgb;
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}
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