[libcamera-devel] [PATCH 3/3] qcam: viewfinder_gl: Take color space into account for YUV rendering

Kunal Agarwal kunalagarwal1072002 at gmail.com
Wed Aug 31 12:05:25 CEST 2022


Hi Laurent and Umang,

> Hi Umang,
> The quantization of the Cb and Cr values in all relevant color spaces
> (ITU-R BT.601, BT.709, BT.2020, ...) add an offset of 128 (for 8-bit
> values). For instance, in BT.709, we have
>
> D'Cb = INT[(224*E'Cb + 128)*2^(n-8)]
>
> where D'Cb is the Cb signal after quantization, E'Cb the Cb signal
> before quantization (in the [-0.5, 0.5] range), and n the number of
> bits). INT[] denotes rounding to the closest integer.
>
> The 224 multiplier creates a limited quantization range, following the
> above formula, -0.5 will be quantized to INT[224 * -0.5 + 128] = 16, and
> 0.5 to INT[224 * 0.5 + 128] = 240. The values are then stored as 8-bit
> unsigned integers in memory.
>
> For full range quantization, the same applies, with a multiplier equal
> to 255 instead of 224. [-0.5, 0.5] is thus mapped to [0, 255].
>
> We need to apply the reverse quantization on D'Y, D'Cb and D'Cr in order
> to get the original E'Y, E'Cb and E'Cr values (in the [0.0, 1.0] and
> [-0.5, 0.5] ranges respectively for E'Y and E'C[br]. Starting with full
> range, given
>
> D'Cb = INT[(255*E'Cb + 128)] (for 8-bit data)
>
> the inverse is given by
>
> E'Cb = (D'Cb - 128) / 255
>
> or
>
> E'Cb = D'Cb / 255 - 128 / 255
>
> OpenGL, when reading texture data through a floating point texture
> sampler (which we do in the shader by calling texture2D on a sampler2D
> variable), normalizes the values stored in memory ([0, 255]) to the
> [0.0, 1.0] range. This means that the D'Cb value is already divided by
> 255 by the GPU. We only need to subtract 128 / 255 to get the original
> E'Cb value.
>
> In the limited quantization range case, we have
>
> D'Cb = INT[(225*E'Cb + 128)] (for 8-bit data)
>
> the inverse is given by
>
> E'Cb = (D'Cb - 128) / 224
>
> Let's introduce the 255 factor:
>
> E'Cb = (D'Cb - 128) / 255 * 255 / 224
>
> which can also be written as
>
> E'Cb = (D'Cb / 255 - 128 / 255) * 255 / 224
>
> We thus have
>
> E'Cb(lim) = E'Cb(full) * 255 / 224
>
> The shader doesn't include the 255 / 224 multiplier directly, it gets
> included by the C++ code in the yuv2rgb matrix, and there's no need for
> a different offset between the limited and full range quantization.
>
> I hope this helps clarifying the implementation.
> --
> Regards,
>
> Laurent Pinchart

I had gone through this conversion on multiple resources.
The implementation looks correct.

Reviewed-by: Kunal Agarwal <kunalagarwal1072002 at gmail.com>

Regards,

Kunal Agarwal


On Tue, Aug 30, 2022 at 10:57 PM Laurent Pinchart via libcamera-devel <
libcamera-devel at lists.libcamera.org> wrote:

> Hi Umang,
>
> On Tue, Aug 30, 2022 at 07:43:12PM +0530, Umang Jain wrote:
> > On 8/29/22 3:34 PM, Laurent Pinchart via libcamera-devel wrote:
> > > Update the YUV shaders and the viewfinder_gl to correctly take the
> > > Y'CbCr encoding and the quantization range into account when rendering
> > > YUV formats to RGB. Support for the primaries and transfer function
> will
> > > be added in a subsequent step.
> > >
> > > Signed-off-by: Laurent Pinchart <laurent.pinchart at ideasonboard.com>
> >
> > Patch looks good and straight forward for most parts, however few
> > specifics are still a bit unclear to me
> >
> > > ---
> > >   src/qcam/assets/shader/YUV_2_planes.frag | 27 ++++----
> > >   src/qcam/assets/shader/YUV_3_planes.frag | 23 ++++---
> > >   src/qcam/assets/shader/YUV_packed.frag   | 17 ++---
> > >   src/qcam/viewfinder_gl.cpp               | 79
> +++++++++++++++++++++++-
> > >   src/qcam/viewfinder_gl.h                 |  2 +
> > >   5 files changed, 115 insertions(+), 33 deletions(-)
> > >
> > > diff --git a/src/qcam/assets/shader/YUV_2_planes.frag
> b/src/qcam/assets/shader/YUV_2_planes.frag
> > > index 254463c05cac..da8dbcc5f801 100644
> > > --- a/src/qcam/assets/shader/YUV_2_planes.frag
> > > +++ b/src/qcam/assets/shader/YUV_2_planes.frag
> > > @@ -13,27 +13,30 @@ varying vec2 textureOut;
> > >   uniform sampler2D tex_y;
> > >   uniform sampler2D tex_u;
> > >
> > > +const mat3 yuv2rgb_matrix = mat3(
> > > +   YUV2RGB_MATRIX
> > > +);
> > > +
> > > +const vec3 yuv2rgb_offset = vec3(
> > > +   YUV2RGB_Y_OFFSET / 255.0, 128.0 / 255.0, 128.0 / 255.0
> >
> > I understood the YUV2RGB_Y_OFFSET #define but don't understand where
> > other values come from (or why they exist :D)
>
> The quantization of the Cb and Cr values in all relevant color spaces
> (ITU-R BT.601, BT.709, BT.2020, ...) add an offset of 128 (for 8-bit
> values). For instance, in BT.709, we have
>
> D'Cb = INT[(224*E'Cb + 128)*2^(n-8)]
>
> where D'Cb is the Cb signal after quantization, E'Cb the Cb signal
> before quantization (in the [-0.5, 0.5] range), and n the number of
> bits). INT[] denotes rounding to the closest integer.
>
> The 224 multiplier creates a limited quantization range, following the
> above formula, -0.5 will be quantized to INT[224 * -0.5 + 128] = 16, and
> 0.5 to INT[224 * 0.5 + 128] = 240. The values are then stored as 8-bit
> unsigned integers in memory.
>
> For full range quantization, the same applies, with a multiplier equal
> to 255 instead of 224. [-0.5, 0.5] is thus mapped to [0, 255].
>
> We need to apply the reverse quantization on D'Y, D'Cb and D'Cr in order
> to get the original E'Y, E'Cb and E'Cr values (in the [0.0, 1.0] and
> [-0.5, 0.5] ranges respectively for E'Y and E'C[br]. Starting with full
> range, given
>
> D'Cb = INT[(255*E'Cb + 128)] (for 8-bit data)
>
> the inverse is given by
>
> E'Cb = (D'Cb - 128) / 255
>
> or
>
> E'Cb = D'Cb / 255 - 128 / 255
>
> OpenGL, when reading texture data through a floating point texture
> sampler (which we do in the shader by calling texture2D on a sampler2D
> variable), normalizes the values stored in memory ([0, 255]) to the
> [0.0, 1.0] range. This means that the D'Cb value is already divided by
> 255 by the GPU. We only need to subtract 128 / 255 to get the original
> E'Cb value.
>
> In the limited quantization range case, we have
>
> D'Cb = INT[(225*E'Cb + 128)] (for 8-bit data)
>
> the inverse is given by
>
> E'Cb = (D'Cb - 128) / 224
>
> Let's introduce the 255 factor:
>
> E'Cb = (D'Cb - 128) / 255 * 255 / 224
>
> which can also be written as
>
> E'Cb = (D'Cb / 255 - 128 / 255) * 255 / 224
>
> We thus have
>
> E'Cb(lim) = E'Cb(full) * 255 / 224
>
> The shader doesn't include the 255 / 224 multiplier directly, it gets
> included by the C++ code in the yuv2rgb matrix, and there's no need for
> a different offset between the limited and full range quantization.
>
> I hope this helps clarifying the implementation.
>
> > Maybe I should start learning shaders programming ;-)
> >
> > Reviewed-by: Umang Jain <umang.jain at ideasonboard.com>
> >
> > > +);
> > > +
> > >   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.x = texture2D(tex_y, textureOut).r;
> > >   #if defined(YUV_PATTERN_UV)
> > > -   yuv.y = texture2D(tex_u, textureOut).r - 0.500;
> > > -   yuv.z = texture2D(tex_u, textureOut).a - 0.500;
> > > +   yuv.y = texture2D(tex_u, textureOut).r;
> > > +   yuv.z = texture2D(tex_u, textureOut).a;
> > >   #elif defined(YUV_PATTERN_VU)
> > > -   yuv.y = texture2D(tex_u, textureOut).a - 0.500;
> > > -   yuv.z = texture2D(tex_u, textureOut).r - 0.500;
> > > +   yuv.y = texture2D(tex_u, textureOut).a;
> > > +   yuv.z = texture2D(tex_u, textureOut).r;
> > >   #else
> > >   #error Invalid pattern
> > >   #endif
> > >
> > > -   rgb = yuv2rgb_bt601_mat * yuv;
> > > +   vec3 rgb = yuv2rgb_matrix * (vec3(y, uv) - yuv2rgb_offset);
> > > +
> > >     gl_FragColor = vec4(rgb, 1.0);
> > >   }
> > > diff --git a/src/qcam/assets/shader/YUV_3_planes.frag
> b/src/qcam/assets/shader/YUV_3_planes.frag
> > > index 2be74b5d2a9d..e754129d74d1 100644
> > > --- a/src/qcam/assets/shader/YUV_3_planes.frag
> > > +++ b/src/qcam/assets/shader/YUV_3_planes.frag
> > > @@ -14,20 +14,23 @@ uniform sampler2D tex_y;
> > >   uniform sampler2D tex_u;
> > >   uniform sampler2D tex_v;
> > >
> > > +const mat3 yuv2rgb_matrix = mat3(
> > > +   YUV2RGB_MATRIX
> > > +);
> > > +
> > > +const vec3 yuv2rgb_offset = vec3(
> > > +   YUV2RGB_Y_OFFSET / 255.0, 128.0 / 255.0, 128.0 / 255.0
> > > +);
> > > +
> > >   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;
> > > +   yuv.x = texture2D(tex_y, textureOut).r;
> > > +   yuv.y = texture2D(tex_u, textureOut).r;
> > > +   yuv.z = texture2D(tex_v, textureOut).r;
> > > +
> > > +   vec3 rgb = yuv2rgb_matrix * (vec3(y, uv) - yuv2rgb_offset);
> > >
> > > -   rgb = yuv2rgb_bt601_mat * yuv;
> > >     gl_FragColor = vec4(rgb, 1.0);
> > >   }
> > > diff --git a/src/qcam/assets/shader/YUV_packed.frag
> b/src/qcam/assets/shader/YUV_packed.frag
> > > index d6efd4ce92a9..b9ef9d41beae 100644
> > > --- a/src/qcam/assets/shader/YUV_packed.frag
> > > +++ b/src/qcam/assets/shader/YUV_packed.frag
> > > @@ -14,15 +14,16 @@ varying vec2 textureOut;
> > >   uniform sampler2D tex_y;
> > >   uniform vec2 tex_step;
> > >
> > > +const mat3 yuv2rgb_matrix = mat3(
> > > +   YUV2RGB_MATRIX
> > > +);
> > > +
> > > +const vec3 yuv2rgb_offset = vec3(
> > > +   YUV2RGB_Y_OFFSET / 255.0, 128.0 / 255.0, 128.0 / 255.0
> > > +);
> > > +
> > >   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
> > > @@ -76,7 +77,7 @@ void main(void)
> > >
> > >     float y = mix(y_left, y_right, step(0.5, f_x));
> > >
> > > -   vec3 rgb = yuv2rgb_bt601_mat * (vec3(y, uv) -
> yuv2rgb_bt601_offset);
> > > +   vec3 rgb = yuv2rgb_matrix * (vec3(y, uv) - yuv2rgb_offset);
> > >
> > >     gl_FragColor = vec4(rgb, 1.0);
> > >   }
> > > diff --git a/src/qcam/viewfinder_gl.cpp b/src/qcam/viewfinder_gl.cpp
> > > index ec295b6de0dd..e2aa24703ff0 100644
> > > --- a/src/qcam/viewfinder_gl.cpp
> > > +++ b/src/qcam/viewfinder_gl.cpp
> > > @@ -7,9 +7,12 @@
> > >
> > >   #include "viewfinder_gl.h"
> > >
> > > +#include <array>
> > > +
> > >   #include <QByteArray>
> > >   #include <QFile>
> > >   #include <QImage>
> > > +#include <QStringList>
> > >
> > >   #include <libcamera/formats.h>
> > >
> > > @@ -56,7 +59,8 @@ static const QList<libcamera::PixelFormat>
> supportedFormats{
> > >   };
> > >
> > >   ViewFinderGL::ViewFinderGL(QWidget *parent)
> > > -   : QOpenGLWidget(parent), buffer_(nullptr), image_(nullptr),
> > > +   : QOpenGLWidget(parent), buffer_(nullptr),
> > > +     colorSpace_(libcamera::ColorSpace::Raw), image_(nullptr),
> > >       vertexBuffer_(QOpenGLBuffer::VertexBuffer)
> > >   {
> > >   }
> > > @@ -72,10 +76,10 @@ const QList<libcamera::PixelFormat>
> &ViewFinderGL::nativeFormats() const
> > >   }
> > >
> > >   int ViewFinderGL::setFormat(const libcamera::PixelFormat &format,
> const QSize &size,
> > > -                       [[maybe_unused]] const libcamera::ColorSpace
> &colorSpace,
> > > +                       const libcamera::ColorSpace &colorSpace,
> > >                         unsigned int stride)
> > >   {
> > > -   if (format != format_) {
> > > +   if (format != format_ || colorSpace != colorSpace_) {
> > >             /*
> > >              * If the fragment already exists, remove it and create a
> new
> > >              * one for the new format.
> > > @@ -89,7 +93,10 @@ int ViewFinderGL::setFormat(const
> libcamera::PixelFormat &format, const QSize &s
> > >             if (!selectFormat(format))
> > >                     return -1;
> > >
> > > +           selectColorSpace(colorSpace);
> > > +
> > >             format_ = format;
> > > +           colorSpace_ = colorSpace;
> > >     }
> > >
> > >     size_ = size;
> > > @@ -318,6 +325,72 @@ bool ViewFinderGL::selectFormat(const
> libcamera::PixelFormat &format)
> > >     return ret;
> > >   }
> > >
> > > +void ViewFinderGL::selectColorSpace(const libcamera::ColorSpace
> &colorSpace)
> > > +{
> > > +   std::array<double, 9> yuv2rgb;
> > > +
> > > +   /* OpenGL stores arrays in column-major order. */
> > > +   switch (colorSpace.ycbcrEncoding) {
> > > +   case libcamera::ColorSpace::YcbcrEncoding::None:
> > > +           yuv2rgb = {
> > > +                   1.0000,  0.0000,  0.0000,
> > > +                   0.0000,  1.0000,  0.0000,
> > > +                   0.0000,  0.0000,  1.0000,
> > > +           };
> > > +           break;
> > > +
> > > +   case libcamera::ColorSpace::YcbcrEncoding::Rec601:
> > > +           yuv2rgb = {
> > > +                   1.0000,  1.0000,  1.0000,
> > > +                   0.0000, -0.3441,  1.7720,
> > > +                   1.4020, -0.7141,  0.0000,
> > > +           };
> > > +           break;
> > > +
> > > +   case libcamera::ColorSpace::YcbcrEncoding::Rec709:
> > > +           yuv2rgb = {
> > > +                   1.0000,  1.0000,  1.0000,
> > > +                   0.0000, -0.1873,  1.8856,
> > > +                   1.5748, -0.4681,  0.0000,
> > > +           };
> > > +           break;
> > > +
> > > +   case libcamera::ColorSpace::YcbcrEncoding::Rec2020:
> > > +           yuv2rgb = {
> > > +                   1.0000,  1.0000,  1.0000,
> > > +                   0.0000, -0.1646,  1.8814,
> > > +                   1.4746, -0.5714,  0.0000,
> > > +           };
> > > +           break;
> > > +   }
> > > +
> > > +   double offset;
> > > +
> > > +   switch (colorSpace.range) {
> > > +   case libcamera::ColorSpace::Range::Full:
> > > +           offset = 0.0;
> > > +           break;
> > > +
> > > +   case libcamera::ColorSpace::Range::Limited:
> > > +           offset = 16.0;
> > > +
> > > +           for (unsigned int i = 0; i < 3; ++i)
> > > +                   yuv2rgb[i] *= 255.0 / 219.0;
> > > +           for (unsigned int i = 4; i < 9; ++i)
> > > +                   yuv2rgb[i] *= 255.0 / 224.0;
> > > +           break;
> > > +   }
> > > +
> > > +   QStringList matrix;
> > > +
> > > +   for (double coeff : yuv2rgb)
> > > +           matrix.append(QString::number(coeff, 'f'));
> > > +
> > > +   fragmentShaderDefines_.append("#define YUV2RGB_MATRIX " +
> matrix.join(", "));
> > > +   fragmentShaderDefines_.append(QString("#define YUV2RGB_Y_OFFSET
> %1")
> > > +           .arg(offset, 0, 'f', 1));
> > > +}
> > > +
> > >   bool ViewFinderGL::createVertexShader()
> > >   {
> > >     /* Create Vertex Shader */
> > > diff --git a/src/qcam/viewfinder_gl.h b/src/qcam/viewfinder_gl.h
> > > index 798830a31cd2..68c2912df12f 100644
> > > --- a/src/qcam/viewfinder_gl.h
> > > +++ b/src/qcam/viewfinder_gl.h
> > > @@ -57,6 +57,7 @@ protected:
> > >
> > >   private:
> > >     bool selectFormat(const libcamera::PixelFormat &format);
> > > +   void selectColorSpace(const libcamera::ColorSpace &colorSpace);
> > >
> > >     void configureTexture(QOpenGLTexture &texture);
> > >     bool createFragmentShader();
> > > @@ -67,6 +68,7 @@ private:
> > >     /* Captured image size, format and buffer */
> > >     libcamera::FrameBuffer *buffer_;
> > >     libcamera::PixelFormat format_;
> > > +   libcamera::ColorSpace colorSpace_;
> > >     QSize size_;
> > >     unsigned int stride_;
> > >     Image *image_;
>
> --
> Regards,
>
> Laurent Pinchart
>
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