libcamera: shaders: Rename bayer_8 to bayer_unpacked
bayer_8.* shaders are now used for all unpacked sensor data formats, regardless of the pixel bit width. Let's rename the "8-bit" shaders to avoid confusion. Signed-off-by: Milan Zamazal <mzamazal@redhat.com> Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org>
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6 changed files with 24 additions and 24 deletions
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@ -4,7 +4,7 @@
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# for the purposes of inclusion in OpenGL debayering
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# for the purposes of inclusion in OpenGL debayering
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shader_files = files([
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shader_files = files([
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'bayer_1x_packed.frag',
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'bayer_1x_packed.frag',
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'bayer_8.frag',
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'bayer_unpacked.frag',
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'bayer_8.vert',
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'bayer_unpacked.vert',
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'identity.vert',
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'identity.vert',
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])
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])
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@ -6,8 +6,8 @@
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<file>../../../../../include/libcamera/internal/shaders/YUV_3_planes.frag</file>
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<file>../../../../../include/libcamera/internal/shaders/YUV_3_planes.frag</file>
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<file>../../../../../include/libcamera/internal/shaders/YUV_packed.frag</file>
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<file>../../../../../include/libcamera/internal/shaders/YUV_packed.frag</file>
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<file>../../../../../include/libcamera/internal/shaders/bayer_1x_packed.frag</file>
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<file>../../../../../include/libcamera/internal/shaders/bayer_1x_packed.frag</file>
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<file>../../../../../include/libcamera/internal/shaders/bayer_8.frag</file>
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<file>../../../../../include/libcamera/internal/shaders/bayer_unpacked.frag</file>
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<file>../../../../../include/libcamera/internal/shaders/bayer_8.vert</file>
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<file>../../../../../include/libcamera/internal/shaders/bayer_unpacked.vert</file>
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<file>../../../../../include/libcamera/internal/shaders/identity.vert</file>
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<file>../../../../../include/libcamera/internal/shaders/identity.vert</file>
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</qresource>
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</qresource>
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</RCC>
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</RCC>
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@ -235,29 +235,29 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
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case libcamera::formats::SBGGR8:
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case libcamera::formats::SBGGR8:
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firstRed_.setX(1.0);
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firstRed_.setX(1.0);
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firstRed_.setY(1.0);
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firstRed_.setY(1.0);
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vertexShaderFile_ = ":include/libcamera/internal/shaders/bayer_8.vert";
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vertexShaderFile_ = ":include/libcamera/internal/shaders/bayer_unpacked.vert";
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fragmentShaderFile_ = ":include/libcamera/internal/shaders/bayer_8.frag";
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fragmentShaderFile_ = ":include/libcamera/internal/shaders/bayer_unpacked.frag";
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textureMinMagFilters_ = GL_NEAREST;
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textureMinMagFilters_ = GL_NEAREST;
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break;
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break;
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case libcamera::formats::SGBRG8:
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case libcamera::formats::SGBRG8:
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firstRed_.setX(0.0);
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firstRed_.setX(0.0);
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firstRed_.setY(1.0);
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firstRed_.setY(1.0);
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vertexShaderFile_ = ":include/libcamera/internal/shaders/bayer_8.vert";
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vertexShaderFile_ = ":include/libcamera/internal/shaders/bayer_unpacked.vert";
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fragmentShaderFile_ = ":include/libcamera/internal/shaders/bayer_8.frag";
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fragmentShaderFile_ = ":include/libcamera/internal/shaders/bayer_unpacked.frag";
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textureMinMagFilters_ = GL_NEAREST;
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textureMinMagFilters_ = GL_NEAREST;
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break;
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break;
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case libcamera::formats::SGRBG8:
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case libcamera::formats::SGRBG8:
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firstRed_.setX(1.0);
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firstRed_.setX(1.0);
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firstRed_.setY(0.0);
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firstRed_.setY(0.0);
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vertexShaderFile_ = ":include/libcamera/internal/shaders/bayer_8.vert";
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vertexShaderFile_ = ":include/libcamera/internal/shaders/bayer_unpacked.vert";
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fragmentShaderFile_ = ":include/libcamera/internal/shaders/bayer_8.frag";
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fragmentShaderFile_ = ":include/libcamera/internal/shaders/bayer_unpacked.frag";
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textureMinMagFilters_ = GL_NEAREST;
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textureMinMagFilters_ = GL_NEAREST;
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break;
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break;
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case libcamera::formats::SRGGB8:
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case libcamera::formats::SRGGB8:
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firstRed_.setX(0.0);
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firstRed_.setX(0.0);
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firstRed_.setY(0.0);
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firstRed_.setY(0.0);
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vertexShaderFile_ = ":include/libcamera/internal/shaders/bayer_8.vert";
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vertexShaderFile_ = ":include/libcamera/internal/shaders/bayer_unpacked.vert";
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fragmentShaderFile_ = ":include/libcamera/internal/shaders/bayer_8.frag";
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fragmentShaderFile_ = ":include/libcamera/internal/shaders/bayer_unpacked.frag";
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textureMinMagFilters_ = GL_NEAREST;
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textureMinMagFilters_ = GL_NEAREST;
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break;
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break;
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case libcamera::formats::SBGGR10_CSI2P:
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case libcamera::formats::SBGGR10_CSI2P:
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@ -189,10 +189,10 @@ int DebayerEGL::initBayerShaders(PixelFormat inputFormat, PixelFormat outputForm
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case libcamera::formats::SGBRG8:
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case libcamera::formats::SGBRG8:
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case libcamera::formats::SGRBG8:
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case libcamera::formats::SGRBG8:
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case libcamera::formats::SRGGB8:
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case libcamera::formats::SRGGB8:
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fragmentShaderData = bayer_8_frag;
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fragmentShaderData = bayer_unpacked_frag;
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fragmentShaderDataLen = bayer_8_frag_len;
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fragmentShaderDataLen = bayer_unpacked_frag_len;
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vertexShaderData = bayer_8_vert;
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vertexShaderData = bayer_unpacked_vert;
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vertexShaderDataLen = bayer_8_vert_len;
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vertexShaderDataLen = bayer_unpacked_vert_len;
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break;
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break;
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case libcamera::formats::SBGGR10_CSI2P:
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case libcamera::formats::SBGGR10_CSI2P:
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case libcamera::formats::SGBRG10_CSI2P:
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case libcamera::formats::SGBRG10_CSI2P:
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@ -200,10 +200,10 @@ int DebayerEGL::initBayerShaders(PixelFormat inputFormat, PixelFormat outputForm
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case libcamera::formats::SRGGB10_CSI2P:
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case libcamera::formats::SRGGB10_CSI2P:
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egl_.pushEnv(shaderEnv, "#define RAW10P");
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egl_.pushEnv(shaderEnv, "#define RAW10P");
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if (BayerFormat::fromPixelFormat(inputFormat).packing == BayerFormat::Packing::None) {
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if (BayerFormat::fromPixelFormat(inputFormat).packing == BayerFormat::Packing::None) {
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fragmentShaderData = bayer_8_frag;
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fragmentShaderData = bayer_unpacked_frag;
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fragmentShaderDataLen = bayer_8_frag_len;
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fragmentShaderDataLen = bayer_unpacked_frag_len;
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vertexShaderData = bayer_8_vert;
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vertexShaderData = bayer_unpacked_vert;
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vertexShaderDataLen = bayer_8_vert_len;
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vertexShaderDataLen = bayer_unpacked_vert_len;
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glFormat_ = GL_RG;
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glFormat_ = GL_RG;
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bytesPerPixel_ = 2;
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bytesPerPixel_ = 2;
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} else {
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} else {
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@ -219,10 +219,10 @@ int DebayerEGL::initBayerShaders(PixelFormat inputFormat, PixelFormat outputForm
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case libcamera::formats::SRGGB12_CSI2P:
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case libcamera::formats::SRGGB12_CSI2P:
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egl_.pushEnv(shaderEnv, "#define RAW12P");
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egl_.pushEnv(shaderEnv, "#define RAW12P");
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if (BayerFormat::fromPixelFormat(inputFormat).packing == BayerFormat::Packing::None) {
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if (BayerFormat::fromPixelFormat(inputFormat).packing == BayerFormat::Packing::None) {
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fragmentShaderData = bayer_8_frag;
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fragmentShaderData = bayer_unpacked_frag;
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fragmentShaderDataLen = bayer_8_frag_len;
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fragmentShaderDataLen = bayer_unpacked_frag_len;
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vertexShaderData = bayer_8_vert;
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vertexShaderData = bayer_unpacked_vert;
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vertexShaderDataLen = bayer_8_vert_len;
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vertexShaderDataLen = bayer_unpacked_vert_len;
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glFormat_ = GL_RG;
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glFormat_ = GL_RG;
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bytesPerPixel_ = 2;
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bytesPerPixel_ = 2;
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} else {
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} else {
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