[libcamera-devel] [PATCH v5 7/9] qcam: viewfinder_gl: set the vertex shader file name in selectFormat()
Laurent Pinchart
laurent.pinchart at ideasonboard.com
Wed Jun 30 03:07:15 CEST 2021
Hi Andrey,
Thank you for the patch.
On Tue, Jun 22, 2021 at 04:46:50PM +0300, Andrey Konovalov wrote:
> In preparation to extend the supported formats, make it possible
> to use different vertex fragment files depending on the format.
> Make "identity.vert" the default choice.
>
> Signed-off-by: Andrey Konovalov <andrey.konovalov at linaro.org>
Reviewed-by: Laurent Pinchart <laurent.pinchart at ideasonboard.com>
> ---
> src/qcam/viewfinder_gl.cpp | 5 ++++-
> src/qcam/viewfinder_gl.h | 1 +
> 2 files changed, 5 insertions(+), 1 deletion(-)
>
> diff --git a/src/qcam/viewfinder_gl.cpp b/src/qcam/viewfinder_gl.cpp
> index a6aa2b44..6d1d80bd 100644
> --- a/src/qcam/viewfinder_gl.cpp
> +++ b/src/qcam/viewfinder_gl.cpp
> @@ -131,6 +131,9 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
> /* Set min/mag filters to GL_LINEAR by default. */
> textureMinMagFilters_ = GL_LINEAR;
>
> + /* Use identity.vert as the default vertex shader. */
> + vertexShaderFile_ = ":identity.vert";
> +
> fragmentShaderDefines_.clear();
>
> switch (format) {
> @@ -292,7 +295,7 @@ bool ViewFinderGL::createVertexShader()
> vertexShader_ = std::make_unique<QOpenGLShader>(QOpenGLShader::Vertex, this);
>
> /* Compile the vertex shader */
> - if (!vertexShader_->compileSourceFile(":identity.vert")) {
> + if (!vertexShader_->compileSourceFile(vertexShaderFile_)) {
> qWarning() << "[ViewFinderGL]:" << vertexShader_->log();
> return false;
> }
> diff --git a/src/qcam/viewfinder_gl.h b/src/qcam/viewfinder_gl.h
> index 508155b1..bce94c87 100644
> --- a/src/qcam/viewfinder_gl.h
> +++ b/src/qcam/viewfinder_gl.h
> @@ -73,6 +73,7 @@ private:
> QOpenGLShaderProgram shaderProgram_;
> std::unique_ptr<QOpenGLShader> vertexShader_;
> std::unique_ptr<QOpenGLShader> fragmentShader_;
> + QString vertexShaderFile_;
> QString fragmentShaderFile_;
> QStringList fragmentShaderDefines_;
>
--
Regards,
Laurent Pinchart
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