[libcamera-devel] [PATCH 7/7] qcam: viewfinder_gl: Add support for RGB formats

Laurent Pinchart laurent.pinchart at ideasonboard.com
Wed Nov 4 03:09:15 CET 2020


Hi Kieran,

On Tue, Nov 03, 2020 at 11:00:28PM +0000, Kieran Bingham wrote:
> On 03/11/2020 15:50, Laurent Pinchart wrote:
> > Add support for 24-bit and 32-bit RGB formats. The fragment samples the
> > texture and reorders the components, using a pattern set through the
> > RGB_PATTERN macro.
> > 
> > An alternative to manual reordering in the shader would be to set the
> > texture swizzling mask. This is however not available in OpenGL ES
> > before version 3.0, which we don't mandate at the moment.
> > 
> > Only the BGR888 and RGB888 formats have been tested, with the vimc
> > pipeline handler.
> > 
> > Signed-off-by: Laurent Pinchart <laurent.pinchart at ideasonboard.com>
> > ---
> >  src/qcam/assets/shader/RGB.frag    | 22 +++++++++
> >  src/qcam/assets/shader/shaders.qrc |  1 +
> >  src/qcam/viewfinder_gl.cpp         | 71 ++++++++++++++++++++++++++++--
> >  3 files changed, 91 insertions(+), 3 deletions(-)
> >  create mode 100644 src/qcam/assets/shader/RGB.frag
> > 
> > diff --git a/src/qcam/assets/shader/RGB.frag b/src/qcam/assets/shader/RGB.frag
> > new file mode 100644
> > index 000000000000..4c374ac98095
> > --- /dev/null
> > +++ b/src/qcam/assets/shader/RGB.frag
> > @@ -0,0 +1,22 @@
> > +/* SPDX-License-Identifier: LGPL-2.1-or-later */
> > +/*
> > + * Copyright (C) 2020, Laurent Pinchart
> > + *
> > + * RGB.frag - Fragment shader code for RGB formats
> > + */
> > +
> > +#ifdef GL_ES
> > +precision mediump float;
> > +#endif
> > +
> > +varying vec2 textureOut;
> > +uniform sampler2D tex_y;
> > +
> > +void main(void)
> > +{
> > +	vec3 rgb;
> > +
> > +	rgb = texture2D(tex_y, textureOut).RGB_PATTERN;
> > +
> > +	gl_FragColor = vec4(rgb, 1.0);
> > +}
> > diff --git a/src/qcam/assets/shader/shaders.qrc b/src/qcam/assets/shader/shaders.qrc
> > index 863109146281..8a8f9de1a5fa 100644
> > --- a/src/qcam/assets/shader/shaders.qrc
> > +++ b/src/qcam/assets/shader/shaders.qrc
> > @@ -1,6 +1,7 @@
> >  <!-- SPDX-License-Identifier: LGPL-2.1-or-later -->
> >  <!DOCTYPE RCC><RCC version="1.0">
> >  <qresource>
> > +	<file>RGB.frag</file>
> >  	<file>YUV_2_planes.frag</file>
> >  	<file>YUV_3_planes.frag</file>
> >  	<file>YUV_packed.frag</file>
> > diff --git a/src/qcam/viewfinder_gl.cpp b/src/qcam/viewfinder_gl.cpp
> > index cbc1365500f5..5d9b442e7985 100644
> > --- a/src/qcam/viewfinder_gl.cpp
> > +++ b/src/qcam/viewfinder_gl.cpp
> > @@ -14,21 +14,28 @@
> >  #include <libcamera/formats.h>
> >  
> >  static const QList<libcamera::PixelFormat> supportedFormats{
> > -	/* Packed (single plane) */
> > +	/* YUV - packed (single plane) */
> >  	libcamera::formats::UYVY,
> >  	libcamera::formats::VYUY,
> >  	libcamera::formats::YUYV,
> >  	libcamera::formats::YVYU,
> > -	/* Semi planar (two planes) */
> > +	/* YUV - 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) */
> > +	/* YUV - fully planar (three planes) */
> >  	libcamera::formats::YUV420,
> >  	libcamera::formats::YVU420,
> > +	/* RGB */
> > +	libcamera::formats::ABGR8888,
> > +	libcamera::formats::ARGB8888,
> > +	libcamera::formats::BGRA8888,
> > +	libcamera::formats::RGBA8888,
> > +	libcamera::formats::BGR888,
> > +	libcamera::formats::RGB888,
> >  };
> >  
> >  ViewFinderGL::ViewFinderGL(QWidget *parent)
> > @@ -172,6 +179,30 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
> >  		fragmentShaderDefines_.append("#define YUV_PATTERN_YVYU");
> >  		fragmentShaderFile_ = ":YUV_packed.frag";
> >  		break;
> > +	case libcamera::formats::ABGR8888:
> > +		fragmentShaderDefines_.append("#define RGB_PATTERN rgb");
> 
> pattern rgb, the same as BGR888, so I presume the A is stripped by not
> being used as a channel or some other magic elsewhere?
> 
> > +		fragmentShaderFile_ = ":RGB.frag";
> > +		break;
> > +	case libcamera::formats::ARGB8888:
> > +		fragmentShaderDefines_.append("#define RGB_PATTERN bgr");
> > +		fragmentShaderFile_ = ":RGB.frag";
> > +		break;
> > +	case libcamera::formats::BGRA8888:
> > +		fragmentShaderDefines_.append("#define RGB_PATTERN gba");
> 
> Yet here it's specified.... at the end
> 
> > +		fragmentShaderFile_ = ":RGB.frag";
> > +		break;
> > +	case libcamera::formats::RGBA8888:
> > +		fragmentShaderDefines_.append("#define RGB_PATTERN abg");
> 
> but here at the beginning?
> 
> What is the definition of the RGB_PATTERNs?
> They don't seem to have a pattern that makes sense to me yet.

The shader language accesses vector components by name. The texture2D()
function, which samples a texture, returns a vec4, a 4-components
floating point vector. Multiple component names are supported:

- {x, y, z, w}
- {r, g, b, a} 
- {s, t, p, q}

.x, .r and .s are all equivalent to [0] in C syntax, and similarly for
other names. The reason different names are defined and alias each other
is that vectors can store different types of data, and standardizing on
{r, g, b, a} would lead to weird-looking code when the vector stores a
3D coordinnate for instance ({s, t, p, q} are used as a convention for
texture coordinates).

The indexing syntax also supports multiple components to be selected:

	vec4 colour(1.0, 2.0, 3.0, 4.0);
	vec2 value;

	value = colour.rb;

	// value now contains (1.0, 3.0)

The RGB fragment shader code simply contains

	vec3 rgb;

	rgb = texture2D(tex_y, textureOut).RGB_PATTERN;

The pattern thus defines the components mapping.

One additional piece of information that is required is how OpenGL
expects texture data to be layed out in memory. The texture is created
with GL_RGBA and GL_UNSIGNED_BYTE, which means that the R, G, B and A
components are layed down in that order, in one byte each. The RGBA8888
format, has the opposite convention, it stores RGBA in that order in a
32-bit word that is then stored in memory in little endian format, so
bytes contains A, B, G and R in that order.

So, taking the RGBA8888 example, we have ABGR in memory, which is read
in a vec4. We want to extract RGB (in that order) in the shader, so we
need components [3], [2] and [1] of the vector, which are expressed as
.abg.

I hope this makes it clearer.

> > +		fragmentShaderFile_ = ":RGB.frag";
> > +		break;
> > +	case libcamera::formats::BGR888:
> > +		fragmentShaderDefines_.append("#define RGB_PATTERN rgb");
> > +		fragmentShaderFile_ = ":RGB.frag";
> > +		break;
> > +	case libcamera::formats::RGB888:
> > +		fragmentShaderDefines_.append("#define RGB_PATTERN bgr");
> > +		fragmentShaderFile_ = ":RGB.frag";
> > +		break;
> >  	default:
> >  		ret = false;
> >  		qWarning() << "[ViewFinderGL]:"
> > @@ -481,6 +512,40 @@ void ViewFinderGL::doRender()
> >  					       1.0f / (size_.width() / 2 - 1));
> >  		break;
> >  
> > +	case libcamera::formats::ABGR8888:
> > +	case libcamera::formats::ARGB8888:
> > +	case libcamera::formats::BGRA8888:
> > +	case libcamera::formats::RGBA8888:
> > +		glActiveTexture(GL_TEXTURE0);
> > +		configureTexture(*textures_[0]);
> > +		glTexImage2D(GL_TEXTURE_2D,
> > +			     0,
> > +			     GL_RGBA,
> > +			     size_.width(),
> > +			     size_.height(),
> > +			     0,
> > +			     GL_RGBA,
> > +			     GL_UNSIGNED_BYTE,
> > +			     data_);
> > +		shaderProgram_.setUniformValue(textureUniformY_, 0);
> > +		break;
> > +
> > +	case libcamera::formats::BGR888:
> > +	case libcamera::formats::RGB888:
> > +		glActiveTexture(GL_TEXTURE0);
> > +		configureTexture(*textures_[0]);
> > +		glTexImage2D(GL_TEXTURE_2D,
> > +			     0,
> > +			     GL_RGB,
> > +			     size_.width(),
> > +			     size_.height(),
> > +			     0,
> > +			     GL_RGB,
> > +			     GL_UNSIGNED_BYTE,
> > +			     data_);
> > +		shaderProgram_.setUniformValue(textureUniformY_, 0);
> > +		break;
> > +
> >  	default:
> >  		break;
> >  	};

-- 
Regards,

Laurent Pinchart


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