[libcamera-devel] [PATCH 7/7] qcam: viewfinder_gl: Add shader to render packed YUV formats

Laurent Pinchart laurent.pinchart at ideasonboard.com
Wed Sep 16 16:52:54 CEST 2020


The shader supports all 4 packed 8-bit YUV variants.

Signed-off-by: Laurent Pinchart <laurent.pinchart at ideasonboard.com>
---
 src/qcam/assets/shader/YUV_packed.frag | 82 ++++++++++++++++++++++++++
 src/qcam/assets/shader/shaders.qrc     |  1 +
 src/qcam/viewfinder_gl.cpp             | 56 ++++++++++++++++++
 src/qcam/viewfinder_gl.h               |  1 +
 4 files changed, 140 insertions(+)
 create mode 100644 src/qcam/assets/shader/YUV_packed.frag

diff --git a/src/qcam/assets/shader/YUV_packed.frag b/src/qcam/assets/shader/YUV_packed.frag
new file mode 100644
index 000000000000..224dfafe383e
--- /dev/null
+++ b/src/qcam/assets/shader/YUV_packed.frag
@@ -0,0 +1,82 @@
+/* SPDX-License-Identifier: LGPL-2.1-or-later */
+/*
+ * Copyright (C) 2020, Laurent Pinchart <laurent.pinchart at ideasonboard.com>
+ *
+ * YUV_packed.frag - Fragment shader code for YUYV packed formats
+ */
+
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+varying vec2 textureOut;
+
+uniform sampler2D tex_y;
+uniform float tex_stepx;
+
+void main(void)
+{
+	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)
+	);
+	vec3 yuv2rgb_bt601_offset = vec3(0.063, 0.500, 0.500);
+
+	/*
+	 * The sampler won't interpolate the texture correctly along the X axis,
+	 * as each RGBA pixel effectively stores two pixels. We thus need to
+	 * interpolate manually.
+	 *
+	 * In integer texture coordinates, the Y values are layed out in the
+	 * texture memory as follows:
+	 *
+	 * ...| Y  U  Y  V | Y  U  Y  V | Y  U  Y  V |...
+	 * ...| R  G  B  A | R  G  B  A | R  G  B  A |...
+	 *      ^     ^      ^     ^      ^     ^
+	 *      |     |      |     |      |     |
+	 *     n-1  n-0.5    n   n+0.5   n+1  n+1.5
+	 *
+	 * For a texture location x in the interval [n, n+1[, sample the left
+	 * and right pixels at n and n+1, and interpolate them with
+	 *
+	 * left.r * (1 - a) + left.b * a	if fract(x) < 0.5
+	 * left.b * (1 - a) + right.r * a	if fract(x) >= 0.5
+	 *
+	 * with a = fract(x * 2) which can also be written
+	 *
+	 * a = fract(x) * 2			if fract(x) < 0.5
+	 * a = fract(x) * 2 - 1			if fract(x) >= 0.5
+	 */
+	vec2 pos = textureOut;
+	float f_x = fract(pos.x / tex_stepx);
+
+	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));
+
+#if defined(YUV_PATTERN_UYVY)
+	float y_left = mix(left.g, left.a, f_x * 2.0);
+	float y_right = mix(left.a, right.g, f_x * 2.0 - 1.0);
+	vec2 uv = mix(left.rb, right.rb, f_x);
+#elif defined(YUV_PATTERN_VYUY)
+	float y_left = mix(left.g, left.a, f_x * 2.0);
+	float y_right = mix(left.a, right.g, f_x * 2.0 - 1.0);
+	vec2 uv = mix(left.br, right.br, f_x);
+#elif defined(YUV_PATTERN_YUYV)
+	float y_left = mix(left.r, left.b, f_x * 2.0);
+	float y_right = mix(left.b, right.r, f_x * 2.0 - 1.0);
+	vec2 uv = mix(left.ga, right.ga, f_x);
+#elif defined(YUV_PATTERN_YVYU)
+	float y_left = mix(left.r, left.b, f_x * 2.0);
+	float y_right = mix(left.b, right.r, f_x * 2.0 - 1.0);
+	vec2 uv = mix(left.ag, right.ag, f_x);
+#else
+#error Invalid pattern
+#endif
+
+	float y = mix(y_left, y_right, step(0.5, f_x));
+
+	vec3 rgb = yuv2rgb_bt601_mat * (vec3(y, uv) - yuv2rgb_bt601_offset);
+
+	gl_FragColor = vec4(rgb, 1.0);
+}
diff --git a/src/qcam/assets/shader/shaders.qrc b/src/qcam/assets/shader/shaders.qrc
index 7010d8433c9b..857ed9fd5cde 100644
--- a/src/qcam/assets/shader/shaders.qrc
+++ b/src/qcam/assets/shader/shaders.qrc
@@ -4,5 +4,6 @@
 	<file>YUV.vert</file>
 	<file>YUV_2_planes.frag</file>
 	<file>YUV_3_planes.frag</file>
+	<file>YUV_packed.frag</file>
 </qresource>
 </RCC>
diff --git a/src/qcam/viewfinder_gl.cpp b/src/qcam/viewfinder_gl.cpp
index b8a4827267c3..0b5c942658cd 100644
--- a/src/qcam/viewfinder_gl.cpp
+++ b/src/qcam/viewfinder_gl.cpp
@@ -14,12 +14,19 @@
 #include <libcamera/formats.h>
 
 static const QList<libcamera::PixelFormat> supportedFormats{
+	/* Packed (single plane) */
+	libcamera::formats::UYVY,
+	libcamera::formats::VYUY,
+	libcamera::formats::YUYV,
+	libcamera::formats::YVYU,
+	/* 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) */
 	libcamera::formats::YUV420,
 	libcamera::formats::YVU420,
 };
@@ -149,6 +156,22 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
 		vertSubSample_ = 2;
 		fragmentShaderFile_ = ":YUV_3_planes.frag";
 		break;
+	case libcamera::formats::UYVY:
+		fragmentShaderDefines_.append("#define YUV_PATTERN_UYVY");
+		fragmentShaderFile_ = ":YUV_packed.frag";
+		break;
+	case libcamera::formats::VYUY:
+		fragmentShaderDefines_.append("#define YUV_PATTERN_VYUY");
+		fragmentShaderFile_ = ":YUV_packed.frag";
+		break;
+	case libcamera::formats::YUYV:
+		fragmentShaderDefines_.append("#define YUV_PATTERN_YUYV");
+		fragmentShaderFile_ = ":YUV_packed.frag";
+		break;
+	case libcamera::formats::YVYU:
+		fragmentShaderDefines_.append("#define YUV_PATTERN_YVYU");
+		fragmentShaderFile_ = ":YUV_packed.frag";
+		break;
 	default:
 		ret = false;
 		qWarning() << "[ViewFinderGL]:"
@@ -235,6 +258,7 @@ bool ViewFinderGL::createFragmentShader()
 	textureUniformY_ = shaderProgram_.uniformLocation("tex_y");
 	textureUniformU_ = shaderProgram_.uniformLocation("tex_u");
 	textureUniformV_ = shaderProgram_.uniformLocation("tex_v");
+	textureUniformStepX_ = shaderProgram_.uniformLocation("tex_stepx");
 
 	if (!textureY_.isCreated())
 		textureY_.create();
@@ -431,6 +455,38 @@ void ViewFinderGL::doRender()
 		shaderProgram_.setUniformValue(textureUniformU_, 1);
 		break;
 
+	case libcamera::formats::UYVY:
+	case libcamera::formats::VYUY:
+	case libcamera::formats::YUYV:
+	case libcamera::formats::YVYU:
+		/*
+		 * Packed YUV formats are stored in a RGBA texture to match the
+		 * OpenGL texel size with the 4 bytes repeating pattern in YUV.
+		 * The texture width is thus half of the image with.
+		 */
+		glActiveTexture(GL_TEXTURE0);
+		configureTexture(textureY_);
+		glTexImage2D(GL_TEXTURE_2D,
+			     0,
+			     GL_RGBA,
+			     size_.width() / 2,
+			     size_.height(),
+			     0,
+			     GL_RGBA,
+			     GL_UNSIGNED_BYTE,
+			     yuvData_);
+		shaderProgram_.setUniformValue(textureUniformY_, 0);
+
+		/*
+		 * The shader needs the step between two texture pixels in the
+		 * horizontal direction, expressed in texture coordinate units
+		 * ([0, 1]). There are exactly width - 1 steps between the
+		 * leftmost and rightmost texels.
+		 */
+		shaderProgram_.setUniformValue(textureUniformStepX_,
+					       1.0f / (size_.width() / 2 - 1));
+		break;
+
 	default:
 		break;
 	};
diff --git a/src/qcam/viewfinder_gl.h b/src/qcam/viewfinder_gl.h
index 53424dc10bc5..ad1e195e45c7 100644
--- a/src/qcam/viewfinder_gl.h
+++ b/src/qcam/viewfinder_gl.h
@@ -79,6 +79,7 @@ private:
 	GLuint textureUniformU_;
 	GLuint textureUniformV_;
 	GLuint textureUniformY_;
+	GLuint textureUniformStepX_;
 	QOpenGLTexture textureU_;
 	QOpenGLTexture textureV_;
 	QOpenGLTexture textureY_;
-- 
Regards,

Laurent Pinchart



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