qcam: viewfinder_gl: Change uniform float tex_stepx to vec2 tex_step

In preparation to extend the supported formats, extend the tex_stepx
uniform to cover the steps between texels in both horizontal and
vertical directions.

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 16:46:44 +03:00 committed by Laurent Pinchart
parent 12809ff171
commit fa52c0f22f
3 changed files with 9 additions and 8 deletions

View file

@ -12,7 +12,7 @@ precision mediump float;
varying vec2 textureOut;
uniform sampler2D tex_y;
uniform float tex_stepx;
uniform vec2 tex_step;
void main(void)
{
@ -49,10 +49,10 @@ void main(void)
* a = fract(x) * 2 - 1 if fract(x) >= 0.5
*/
vec2 pos = textureOut;
float f_x = fract(pos.x / tex_stepx);
float f_x = fract(pos.x / tex_step.x);
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));
vec4 left = texture2D(tex_y, vec2(pos.x - f_x * tex_step.x, pos.y));
vec4 right = texture2D(tex_y, vec2(pos.x + (1.0 - f_x) * tex_step.x , pos.y));
#if defined(YUV_PATTERN_UYVY)
float y_left = mix(left.g, left.a, f_x * 2.0);

View file

@ -289,7 +289,7 @@ bool ViewFinderGL::createFragmentShader()
textureUniformY_ = shaderProgram_.uniformLocation("tex_y");
textureUniformU_ = shaderProgram_.uniformLocation("tex_u");
textureUniformV_ = shaderProgram_.uniformLocation("tex_v");
textureUniformStepX_ = shaderProgram_.uniformLocation("tex_stepx");
textureUniformStep_ = shaderProgram_.uniformLocation("tex_step");
/* Create the textures. */
for (std::unique_ptr<QOpenGLTexture> &texture : textures_) {
@ -508,8 +508,9 @@ void ViewFinderGL::doRender()
* ([0, 1]). There are exactly width - 1 steps between the
* leftmost and rightmost texels.
*/
shaderProgram_.setUniformValue(textureUniformStepX_,
1.0f / (size_.width() / 2 - 1));
shaderProgram_.setUniformValue(textureUniformStep_,
1.0f / (size_.width() / 2 - 1),
1.0f /* not used */);
break;
case libcamera::formats::ABGR8888:

View file

@ -85,7 +85,7 @@ private:
GLuint textureUniformU_;
GLuint textureUniformV_;
GLuint textureUniformY_;
GLuint textureUniformStepX_;
GLuint textureUniformStep_;
unsigned int horzSubSample_;
unsigned int vertSubSample_;