[libcamera-devel] [PATCH v5 8/9] qcam: viewfinder_gl: Add support for RAW8 Bayer formats

Laurent Pinchart laurent.pinchart at ideasonboard.com
Wed Jun 30 03:12:10 CEST 2021


Hi Andrey,

Thank you for the patch.

On Tue, Jun 22, 2021 at 04:46:51PM +0300, Andrey Konovalov wrote:
> This integrates the vertex and the fragment shaders by Morgan McGuire
> into qcam.
> 
> Signed-off-by: Andrey Konovalov <andrey.konovalov at linaro.org>

Reviewed-by: Laurent Pinchart <laurent.pinchart at ideasonboard.com>

> ---
>  src/qcam/assets/shader/bayer_8.frag |  9 ++++---
>  src/qcam/assets/shader/bayer_8.vert | 26 ++++++++++--------
>  src/qcam/assets/shader/shaders.qrc  |  2 ++
>  src/qcam/viewfinder_gl.cpp          | 41 +++++++++++++++++++++++++++--
>  4 files changed, 62 insertions(+), 16 deletions(-)
> 
> diff --git a/src/qcam/assets/shader/bayer_8.frag b/src/qcam/assets/shader/bayer_8.frag
> index a7d65e1d..4ece44ab 100644
> --- a/src/qcam/assets/shader/bayer_8.frag
> +++ b/src/qcam/assets/shader/bayer_8.frag
> @@ -9,20 +9,23 @@ Morgan McGuire
>  This paper appears in issue Volume 13, Number 4.
>  ---------------------------------------------------------
>  Copyright (c) 2008, Morgan McGuire. All rights reserved.
> +
> +Modified by Linaro Ltd to integrate it into libcamera.
> +Copyright (C) 2021, Linaro
>  */
>  
>  //Pixel Shader
>  
>  /** Monochrome RGBA or GL_LUMINANCE Bayer encoded texture.*/
> -uniform sampler2D       source;
> +uniform sampler2D       tex_y;
>  varying vec4            center;
>  varying vec4            yCoord;
>  varying vec4            xCoord;
>  
>  void main(void) {
> -    #define fetch(x, y) texture2D(source, vec2(x, y)).r
> +    #define fetch(x, y) texture2D(tex_y, vec2(x, y)).r
>  
> -    float C = texture2D(source, center.xy).r; // ( 0, 0)
> +    float C = texture2D(tex_y, center.xy).r; // ( 0, 0)
>      const vec4 kC = vec4( 4.0,  6.0,  5.0,  5.0) / 8.0;
>  
>      // Determine which of four types of pixels we are on.
> diff --git a/src/qcam/assets/shader/bayer_8.vert b/src/qcam/assets/shader/bayer_8.vert
> index 347c15f7..3695a5e9 100644
> --- a/src/qcam/assets/shader/bayer_8.vert
> +++ b/src/qcam/assets/shader/bayer_8.vert
> @@ -9,17 +9,22 @@ Morgan McGuire
>  This paper appears in issue Volume 13, Number 4.
>  ---------------------------------------------------------
>  Copyright (c) 2008, Morgan McGuire. All rights reserved.
> +
> +Modified by Linaro Ltd to integrate it into libcamera.
> +Copyright (C) 2021, Linaro
>  */
>  
>  //Vertex Shader
>  
> +attribute vec4 vertexIn;
> +attribute vec2 textureIn;
>  
> -/** (w,h,1/w,1/h) */
> -uniform vec4            sourceSize;
> +uniform vec2 tex_size;	/* The texture size in pixels */
> +uniform vec2 tex_step;
>  
>  /** Pixel position of the first red pixel in the */
>  /**  Bayer pattern.  [{0,1}, {0, 1}]*/
> -uniform vec2            firstRed;
> +uniform vec2            tex_bayer_first_red;
>  
>  /** .xy = Pixel being sampled in the fragment shader on the range [0, 1]
>      .zw = ...on the range [0, sourceSize], offset by firstRed */
> @@ -34,14 +39,13 @@ varying vec4            xCoord;
>  varying vec4            yCoord;
>  
>  void main(void) {
> -    center.xy = gl_MultiTexCoord0.xy;
> -    center.zw = gl_MultiTexCoord0.xy * sourceSize.xy + firstRed;
> +    center.xy = textureIn;
> +    center.zw = textureIn * tex_size + tex_bayer_first_red;
>  
> -    vec2 invSize = sourceSize.zw;
> -    xCoord = center.x + vec4(-2.0 * invSize.x,
> -                             -invSize.x, invSize.x, 2.0 * invSize.x);
> -    yCoord = center.y + vec4(-2.0 * invSize.y,
> -                              -invSize.y, invSize.y, 2.0 * invSize.y);
> +    xCoord = center.x + vec4(-2.0 * tex_step.x,
> +                             -tex_step.x, tex_step.x, 2.0 * tex_step.x);
> +    yCoord = center.y + vec4(-2.0 * tex_step.y,
> +                              -tex_step.y, tex_step.y, 2.0 * tex_step.y);
>  
> -    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
> +    gl_Position = vertexIn;
>  }
> diff --git a/src/qcam/assets/shader/shaders.qrc b/src/qcam/assets/shader/shaders.qrc
> index d76d65c5..96c709f9 100644
> --- a/src/qcam/assets/shader/shaders.qrc
> +++ b/src/qcam/assets/shader/shaders.qrc
> @@ -6,6 +6,8 @@
>  	<file>YUV_3_planes.frag</file>
>  	<file>YUV_packed.frag</file>
>  	<file>bayer_1x_packed.frag</file>
> +	<file>bayer_8.frag</file>
> +	<file>bayer_8.vert</file>
>  	<file>identity.vert</file>
>  </qresource>
>  </RCC>
> diff --git a/src/qcam/viewfinder_gl.cpp b/src/qcam/viewfinder_gl.cpp
> index 6d1d80bd..e7c8620c 100644
> --- a/src/qcam/viewfinder_gl.cpp
> +++ b/src/qcam/viewfinder_gl.cpp
> @@ -36,6 +36,11 @@ static const QList<libcamera::PixelFormat> supportedFormats{
>  	libcamera::formats::RGBA8888,
>  	libcamera::formats::BGR888,
>  	libcamera::formats::RGB888,
> +	/* Raw Bayer 8-bit */
> +	libcamera::formats::SBGGR8,
> +	libcamera::formats::SGBRG8,
> +	libcamera::formats::SGRBG8,
> +	libcamera::formats::SRGGB8,
>  	/* Raw Bayer 10-bit packed */
>  	libcamera::formats::SBGGR10_CSI2P,
>  	libcamera::formats::SGBRG10_CSI2P,
> @@ -223,6 +228,34 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
>  		fragmentShaderDefines_.append("#define RGB_PATTERN bgr");
>  		fragmentShaderFile_ = ":RGB.frag";
>  		break;
> +	case libcamera::formats::SBGGR8:
> +		firstRed_.setX(1.0);
> +		firstRed_.setY(1.0);
> +		vertexShaderFile_ = ":bayer_8.vert";
> +		fragmentShaderFile_ = ":bayer_8.frag";
> +		textureMinMagFilters_ = GL_NEAREST;
> +		break;
> +	case libcamera::formats::SGBRG8:
> +		firstRed_.setX(0.0);
> +		firstRed_.setY(1.0);
> +		vertexShaderFile_ = ":bayer_8.vert";
> +		fragmentShaderFile_ = ":bayer_8.frag";
> +		textureMinMagFilters_ = GL_NEAREST;
> +		break;
> +	case libcamera::formats::SGRBG8:
> +		firstRed_.setX(1.0);
> +		firstRed_.setY(0.0);
> +		vertexShaderFile_ = ":bayer_8.vert";
> +		fragmentShaderFile_ = ":bayer_8.frag";
> +		textureMinMagFilters_ = GL_NEAREST;
> +		break;
> +	case libcamera::formats::SRGGB8:
> +		firstRed_.setX(0.0);
> +		firstRed_.setY(0.0);
> +		vertexShaderFile_ = ":bayer_8.vert";
> +		fragmentShaderFile_ = ":bayer_8.frag";
> +		textureMinMagFilters_ = GL_NEAREST;
> +		break;
>  	case libcamera::formats::SBGGR10_CSI2P:
>  		firstRed_.setX(1.0);
>  		firstRed_.setY(1.0);
> @@ -627,6 +660,10 @@ void ViewFinderGL::doRender()
>  		shaderProgram_.setUniformValue(textureUniformY_, 0);
>  		break;
>  
> +	case libcamera::formats::SBGGR8:
> +	case libcamera::formats::SGBRG8:
> +	case libcamera::formats::SGRBG8:
> +	case libcamera::formats::SRGGB8:
>  	case libcamera::formats::SBGGR10_CSI2P:
>  	case libcamera::formats::SGBRG10_CSI2P:
>  	case libcamera::formats::SGRBG10_CSI2P:
> @@ -636,8 +673,8 @@ void ViewFinderGL::doRender()
>  	case libcamera::formats::SGRBG12_CSI2P:
>  	case libcamera::formats::SRGGB12_CSI2P:
>  		/*
> -		 * Packed raw Bayer 10-bit and 12-bit formats are stored in
> -		 * GL_RED texture.
> +		 * Raw Bayer 8-bit, and packed raw Bayer 10-bit/12-bit formats
> +		 * are stored in GL_RED texture.
>  		 * The texture width is equal to the stride.
>  		 */
>  		glActiveTexture(GL_TEXTURE0);

-- 
Regards,

Laurent Pinchart


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