[libcamera-devel] [PATCH v4 1/3] qcam: add OpenGL shader code as QT resource
Laurent Pinchart
laurent.pinchart at ideasonboard.com
Mon Aug 24 02:04:55 CEST 2020
Hi Shaw,
Thank you for the patch.
On Sat, Aug 22, 2020 at 12:16:00AM +0800, Show Liu wrote:
> qcam: add OpenGL shader code as QT resource
s/QT/Qt/
> Signed-off-by: Show Liu <show.liu at linaro.org>
> ---
> src/qcam/assets/shader/NV_2_planes_UV_f.glsl | 32 +++++++++++++++++++
> src/qcam/assets/shader/NV_2_planes_VU_f.glsl | 32 +++++++++++++++++++
> src/qcam/assets/shader/NV_3_planes_UV_f.glsl | 33 ++++++++++++++++++++
> src/qcam/assets/shader/NV_3_planes_VU_f.glsl | 33 ++++++++++++++++++++
> src/qcam/assets/shader/NV_vertex_shader.glsl | 16 ++++++++++
> src/qcam/assets/shader/shaders.qrc | 10 ++++++
> src/qcam/meson.build | 1 +
> 7 files changed, 157 insertions(+)
> create mode 100644 src/qcam/assets/shader/NV_2_planes_UV_f.glsl
> create mode 100644 src/qcam/assets/shader/NV_2_planes_VU_f.glsl
> create mode 100644 src/qcam/assets/shader/NV_3_planes_UV_f.glsl
> create mode 100644 src/qcam/assets/shader/NV_3_planes_VU_f.glsl
> create mode 100644 src/qcam/assets/shader/NV_vertex_shader.glsl
> create mode 100644 src/qcam/assets/shader/shaders.qrc
>
> diff --git a/src/qcam/assets/shader/NV_2_planes_UV_f.glsl b/src/qcam/assets/shader/NV_2_planes_UV_f.glsl
> new file mode 100644
> index 0000000..32c6e90
> --- /dev/null
> +++ b/src/qcam/assets/shader/NV_2_planes_UV_f.glsl
> @@ -0,0 +1,32 @@
> +/* SPDX-License-Identifier: GPL-2.0-or-later */
> +/*
> + * Copyright (C) 2020, Linaro
> + *
> + * NV_2_planes_UV_f.glsl - Fragment shader code for NV12, NV16 and NV24 formats
> + */
> +
> +#ifdef GL_ES
> +precision highp float;
> +#endif
> +
> +varying vec2 textureOut;
> +uniform sampler2D tex_y;
> +uniform sampler2D tex_u;
> +
> +void main(void)
> +{
> + vec3 yuv;
> + vec3 rgb;
> + mat3 convert_mat = mat3(
Maybe yuv2rgb or yuv2rgb_mat instead of convert_mat ? Or yuv2rgb_bt601
or yuv2rgb_bt601_mat ?
> + vec3(1.1640625, 1.1640625, 1.1640625),
> + vec3(0.0, -0.390625, 2.015625),
> + vec3(1.5975625, -0.8125, 0.0)
Where are the coefficients from ? https://en.wikipedia.org/wiki/YCbCr
lists values very similar but slightly different. Are the values here
rounded to a multiple of 1/256 on purpose (except for 1.5975625) ?
> + );
The indentation is a bit weird.
> +
> + yuv.x = texture2D(tex_y, textureOut).r - 0.0625;
Is 0.0625 (16/256) the right value, or should it be 16/255 ? The Y range
on 8-bit is 0-255, which is mapped to 0.0-1.0, right ?
> + yuv.y = texture2D(tex_u, textureOut).r - 0.5;
> + yuv.z = texture2D(tex_u, textureOut).g - 0.5;
> +
> + rgb = convert_mat * yuv;
> + gl_FragColor = vec4(rgb, 1.0);
> +}
> diff --git a/src/qcam/assets/shader/NV_2_planes_VU_f.glsl b/src/qcam/assets/shader/NV_2_planes_VU_f.glsl
> new file mode 100644
> index 0000000..aae12de
> --- /dev/null
> +++ b/src/qcam/assets/shader/NV_2_planes_VU_f.glsl
> @@ -0,0 +1,32 @@
> +/* SPDX-License-Identifier: GPL-2.0-or-later */
> +/*
> + * Copyright (C) 2020, Linaro
> + *
> + * NV_2_planes_VU_f.glsl - Fragment shader code for NV21, NV61 and NV42 formats
> + */
> +
> +#ifdef GL_ES
> +precision highp float;
> +#endif
> +
> +varying vec2 textureOut;
> +uniform sampler2D tex_y;
> +uniform sampler2D tex_u;
> +
> +void main(void)
> +{
> + vec3 yuv;
> + vec3 rgb;
> + mat3 convert_mat = mat3(
> + vec3(1.1640625, 1.1640625, 1.1640625),
> + vec3(0.0, -0.390625, 2.015625),
> + vec3(1.5975625, -0.8125, 0.0)
> + );
Here too.
> +
> + yuv.x = texture2D(tex_y, textureOut).r - 0.0625;
> + yuv.y = texture2D(tex_u, textureOut).g - 0.5;
> + yuv.z = texture2D(tex_u, textureOut).r - 0.5;
> +
And there are some white spaces at the end of lines (below too).
We'll have to make the coefficients configurable to support different
colorspaces, but that's for later.
> + rgb = convert_mat * yuv;
> + gl_FragColor = vec4(rgb, 1.0);
> +}
> diff --git a/src/qcam/assets/shader/NV_3_planes_UV_f.glsl b/src/qcam/assets/shader/NV_3_planes_UV_f.glsl
> new file mode 100644
> index 0000000..21fff3a
> --- /dev/null
> +++ b/src/qcam/assets/shader/NV_3_planes_UV_f.glsl
> @@ -0,0 +1,33 @@
> +/* SPDX-License-Identifier: GPL-2.0-or-later */
> +/*
> + * Copyright (C) 2020, Linaro
> + *
> + * NV_3_planes_UV_f.glsl - Fragment shader code for YUV420 format
> + */
> +
> +#ifdef GL_ES
> +precision highp float;
> +#endif
> +
> +varying vec2 textureOut;
> +uniform sampler2D tex_y;
> +uniform sampler2D tex_u;
> +uniform sampler2D tex_v;
> +
> +void main(void)
> +{
> + vec3 yuv;
> + vec3 rgb;
> + mat3 convert_mat = mat3(
> + vec3(1.1640625, 1.1640625, 1.1640625),
> + vec3(0.0, -0.390625, 2.015625),
> + vec3(1.5975625, -0.8125, 0.0)
> + );
> +
> + yuv.x = texture2D(tex_y, textureOut).r - 0.0625;
> + yuv.y = texture2D(tex_u, textureOut).r - 0.5;
> + yuv.z = texture2D(tex_v, textureOut).g - 0.5;
I'm not sure to understand the .g here, with YUV420 having three planes,
shouldn't it be .r ? I could be wrong, my GLSL knowledge is very very
rudimentary :-)
> +
> + rgb = convert_mat * yuv;
> + gl_FragColor = vec4(rgb, 1.0);
> +}
> diff --git a/src/qcam/assets/shader/NV_3_planes_VU_f.glsl b/src/qcam/assets/shader/NV_3_planes_VU_f.glsl
> new file mode 100644
> index 0000000..df00170
> --- /dev/null
> +++ b/src/qcam/assets/shader/NV_3_planes_VU_f.glsl
> @@ -0,0 +1,33 @@
> +/* SPDX-License-Identifier: GPL-2.0-or-later */
> +/*
> + * Copyright (C) 2020, Linaro
> + *
> + * NV_3_planes_VU_f.glsl - Fragment shader code for YVU420 format
> + */
> +
> +#ifdef GL_ES
> +precision highp float;
> +#endif
> +
> +varying vec2 textureOut;
> +uniform sampler2D tex_y;
> +uniform sampler2D tex_u;
> +uniform sampler2D tex_v;
> +
> +void main(void)
> +{
> + vec3 yuv;
> + vec3 rgb;
> + mat3 convert_mat = mat3(
> + vec3(1.1640625, 1.1640625, 1.1640625),
> + vec3(0.0, -0.390625, 2.015625),
> + vec3(1.5975625, -0.8125, 0.0)
> + );
> +
> + yuv.x = texture2D(tex_y, textureOut).r - 0.0625;
> + yuv.y = texture2D(tex_u, textureOut).g - 0.5;
> + yuv.z = texture2D(tex_v, textureOut).r - 0.5;
Same here, I was expecting
yuv.x = texture2D(tex_y, textureOut).r - 0.0625;
yuv.y = texture2D(tex_v, textureOut).r - 0.5;
yuv.z = texture2D(tex_u, textureOut).r - 0.5;
> +
> + rgb = convert_mat * yuv;
> + gl_FragColor = vec4(rgb, 1.0);
> +}
> diff --git a/src/qcam/assets/shader/NV_vertex_shader.glsl b/src/qcam/assets/shader/NV_vertex_shader.glsl
> new file mode 100644
> index 0000000..403b791
> --- /dev/null
> +++ b/src/qcam/assets/shader/NV_vertex_shader.glsl
> @@ -0,0 +1,16 @@
> +/* SPDX-License-Identifier: GPL-2.0-or-later */
> +/*
> + * Copyright (C) 2020, Linaro
> + *
> + * NV_vertex_shader.glsl - Vertex shader code for NV family
> + */
> +
> +attribute vec4 vertexIn;
> +attribute vec2 textureIn;
> +varying vec2 textureOut;
> +
> +void main(void)
> +{
> + gl_Position = vertexIn;
> + textureOut = textureIn;
> +}
> diff --git a/src/qcam/assets/shader/shaders.qrc b/src/qcam/assets/shader/shaders.qrc
> new file mode 100644
> index 0000000..6fe4c7f
> --- /dev/null
> +++ b/src/qcam/assets/shader/shaders.qrc
> @@ -0,0 +1,10 @@
> +<!-- SPDX-License-Identifier: GPL-2.0-or-later -->
> +<!DOCTYPE RCC><RCC version="1.0">
> +<qresource>
> +<file>./NV_vertex_shader.glsl</file>
> +<file>./NV_2_planes_UV_f.glsl</file>
> +<file>./NV_2_planes_VU_f.glsl</file>
> +<file>./NV_3_planes_UV_f.glsl</file>
> +<file>./NV_3_planes_VU_f.glsl</file>
> +</qresource>
> +</RCC>
> diff --git a/src/qcam/meson.build b/src/qcam/meson.build
> index 6ea886a..e0c6f26 100644
> --- a/src/qcam/meson.build
> +++ b/src/qcam/meson.build
> @@ -16,6 +16,7 @@ qcam_moc_headers = files([
>
> qcam_resources = files([
> 'assets/feathericons/feathericons.qrc',
> + 'assets/shader/shaders.qrc'
> ])
>
> qt5 = import('qt5')
--
Regards,
Laurent Pinchart
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