[libcamera-devel] [PATCH v7 1/4] qcam: Add OpenGL shader code as Qt resource

Laurent Pinchart laurent.pinchart at ideasonboard.com
Tue Sep 15 04:46:20 CEST 2020


From: Show Liu <show.liu at linaro.org>

Add OpenGL fragment and vertex shaders to convert two- and tri-planar
YUV formats to RGB. This will be used to accelerate YUV image rendering.

Signed-off-by: Show Liu <show.liu at linaro.org>
Reviewed-by: Laurent Pinchart <laurent.pinchart at ideasonboard.com>
Signed-off-by: Laurent Pinchart <laurent.pinchart at ideasonboard.com>
---
 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_f.glsl    | 33 ++++++++++++++++++++
 src/qcam/assets/shader/NV_vertex_shader.glsl | 16 ++++++++++
 src/qcam/assets/shader/shaders.qrc           |  9 ++++++
 src/qcam/meson.build                         |  1 +
 6 files changed, 123 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_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 000000000000..67633a11ee0f
--- /dev/null
+++ b/src/qcam/assets/shader/NV_2_planes_UV_f.glsl
@@ -0,0 +1,32 @@
+/* SPDX-License-Identifier: LGPL-2.1-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 mediump float;
+#endif
+
+varying vec2 textureOut;
+uniform sampler2D tex_y;
+uniform sampler2D tex_u;
+
+void main(void)
+{
+	vec3 yuv;
+	vec3 rgb;
+	mat3 yuv2rgb_bt601_mat = mat3(
+		vec3(1.164,  1.164, 1.164),
+		vec3(0.000, -0.392, 2.017),
+		vec3(1.596, -0.813, 0.000)
+	);
+
+	yuv.x = texture2D(tex_y, textureOut).r - 0.063;
+	yuv.y = texture2D(tex_u, textureOut).r - 0.500;
+	yuv.z = texture2D(tex_u, textureOut).g - 0.500;
+
+	rgb = yuv2rgb_bt601_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 000000000000..086c5b6d11bd
--- /dev/null
+++ b/src/qcam/assets/shader/NV_2_planes_VU_f.glsl
@@ -0,0 +1,32 @@
+/* SPDX-License-Identifier: LGPL-2.1-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 mediump float;
+#endif
+
+varying vec2 textureOut;
+uniform sampler2D tex_y;
+uniform sampler2D tex_u;
+
+void main(void)
+{
+	vec3 yuv;
+	vec3 rgb;
+	mat3 yuv2rgb_bt601_mat = mat3(
+		vec3(1.164,  1.164, 1.164),
+		vec3(0.000, -0.392, 2.017),
+		vec3(1.596, -0.813, 0.000)
+	);
+
+	yuv.x = texture2D(tex_y, textureOut).r - 0.063;
+	yuv.y = texture2D(tex_u, textureOut).g - 0.500;
+	yuv.z = texture2D(tex_u, textureOut).r - 0.500;
+
+	rgb = yuv2rgb_bt601_mat * yuv;
+	gl_FragColor = vec4(rgb, 1.0);
+}
diff --git a/src/qcam/assets/shader/NV_3_planes_f.glsl b/src/qcam/assets/shader/NV_3_planes_f.glsl
new file mode 100644
index 000000000000..4bc941842710
--- /dev/null
+++ b/src/qcam/assets/shader/NV_3_planes_f.glsl
@@ -0,0 +1,33 @@
+/* SPDX-License-Identifier: LGPL-2.1-or-later */
+/*
+ * Copyright (C) 2020, Linaro
+ *
+ * NV_3_planes_UV_f.glsl - Fragment shader code for YUV420 format
+ */
+
+#ifdef GL_ES
+precision mediump 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 yuv2rgb_bt601_mat = mat3(
+		vec3(1.164,  1.164, 1.164),
+		vec3(0.000, -0.392, 2.017),
+		vec3(1.596, -0.813, 0.000)
+	);
+
+	yuv.x = texture2D(tex_y, textureOut).r - 0.063;
+	yuv.y = texture2D(tex_u, textureOut).r - 0.500;
+	yuv.z = texture2D(tex_v, textureOut).r - 0.500;
+
+	rgb = yuv2rgb_bt601_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 000000000000..12e791e31e32
--- /dev/null
+++ b/src/qcam/assets/shader/NV_vertex_shader.glsl
@@ -0,0 +1,16 @@
+/* SPDX-License-Identifier: LGPL-2.1-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 000000000000..33eab2780d5e
--- /dev/null
+++ b/src/qcam/assets/shader/shaders.qrc
@@ -0,0 +1,9 @@
+<!-- SPDX-License-Identifier: LGPL-2.1-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_f.glsl</file>
+</qresource>
+</RCC>
diff --git a/src/qcam/meson.build b/src/qcam/meson.build
index 6ea886a32236..e0c6f26dfef5 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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