<div dir="ltr"><div dir="ltr">Hi Laurent,<div><br></div></div><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Mon, Aug 24, 2020 at 8:07 AM Laurent Pinchart <<a href="mailto:laurent.pinchart@ideasonboard.com">laurent.pinchart@ideasonboard.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">On Mon, Aug 24, 2020 at 03:04:56AM +0300, Laurent Pinchart wrote:<br>
> Hi Shaw,<br>
<br>
Apologies for the typo.<br>
<br>
> Thank you for the patch.<br>
> <br>
> On Sat, Aug 22, 2020 at 12:16:00AM +0800, Show Liu wrote:<br>
> > qcam: add OpenGL shader code as QT resource<br>
> <br>
> s/QT/Qt/<br>
> <br>
> > Signed-off-by: Show Liu <<a href="mailto:show.liu@linaro.org" target="_blank">show.liu@linaro.org</a>><br>
> > ---<br>
> > src/qcam/assets/shader/NV_2_planes_UV_f.glsl | 32 +++++++++++++++++++<br>
> > src/qcam/assets/shader/NV_2_planes_VU_f.glsl | 32 +++++++++++++++++++<br>
> > src/qcam/assets/shader/NV_3_planes_UV_f.glsl | 33 ++++++++++++++++++++<br>
> > src/qcam/assets/shader/NV_3_planes_VU_f.glsl | 33 ++++++++++++++++++++<br>
> > src/qcam/assets/shader/NV_vertex_shader.glsl | 16 ++++++++++<br>
> > src/qcam/assets/shader/shaders.qrc | 10 ++++++<br>
> > src/qcam/meson.build | 1 +<br>
> > 7 files changed, 157 insertions(+)<br>
> > create mode 100644 src/qcam/assets/shader/NV_2_planes_UV_f.glsl<br>
> > create mode 100644 src/qcam/assets/shader/NV_2_planes_VU_f.glsl<br>
> > create mode 100644 src/qcam/assets/shader/NV_3_planes_UV_f.glsl<br>
> > create mode 100644 src/qcam/assets/shader/NV_3_planes_VU_f.glsl<br>
> > create mode 100644 src/qcam/assets/shader/NV_vertex_shader.glsl<br>
> > create mode 100644 src/qcam/assets/shader/shaders.qrc<br>
> > <br>
> > diff --git a/src/qcam/assets/shader/NV_2_planes_UV_f.glsl b/src/qcam/assets/shader/NV_2_planes_UV_f.glsl<br>
> > new file mode 100644<br>
> > index 0000000..32c6e90<br>
> > --- /dev/null<br>
> > +++ b/src/qcam/assets/shader/NV_2_planes_UV_f.glsl<br>
> > @@ -0,0 +1,32 @@<br>
> > +/* SPDX-License-Identifier: GPL-2.0-or-later */<br>
> > +/*<br>
> > + * Copyright (C) 2020, Linaro<br>
> > + *<br>
> > + * NV_2_planes_UV_f.glsl - Fragment shader code for NV12, NV16 and NV24 formats<br>
> > + */<br>
> > +<br>
> > +#ifdef GL_ES<br>
> > +precision highp float;<br>
> > +#endif<br>
> > +<br>
> > +varying vec2 textureOut;<br>
> > +uniform sampler2D tex_y;<br>
> > +uniform sampler2D tex_u;<br>
> > +<br>
> > +void main(void)<br>
> > +{<br>
> > + vec3 yuv;<br>
> > + vec3 rgb;<br>
> > + mat3 convert_mat = mat3(<br>
> <br>
> Maybe yuv2rgb or yuv2rgb_mat instead of convert_mat ? Or yuv2rgb_bt601<br>
> or yuv2rgb_bt601_mat ?<br></blockquote><div>sure, I will fix it. </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
> <br>
> > + vec3(1.1640625, 1.1640625, 1.1640625),<br>
> > + vec3(0.0, -0.390625, 2.015625),<br>
> > + vec3(1.5975625, -0.8125, 0.0)<br>
> <br>
> Where are the coefficients from ? <a href="https://en.wikipedia.org/wiki/YCbCr" rel="noreferrer" target="_blank">https://en.wikipedia.org/wiki/YCbCr</a><br>
> lists values very similar but slightly different. Are the values here<br>
> rounded to a multiple of 1/256 on purpose (except for 1.5975625) ?<br></blockquote><div>The coefficients matrix refer from the yuv_to_rgb function in format_converter.cpp file</div><div>298/256=1.1640625 </div><div>I just conert the elements into floating by dividing 256. </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
> <br>
> > + );<br>
> <br>
> The indentation is a bit weird.<br>
> <br>
> > +<br>
> > + yuv.x = texture2D(tex_y, textureOut).r - 0.0625;<br>
> <br>
> Is 0.0625 (16/256) the right value, or should it be 16/255 ? The Y range<br>
> on 8-bit is 0-255, which is mapped to 0.0-1.0, right ?<br>
> <br>
> > + yuv.y = texture2D(tex_u, textureOut).r - 0.5;<br>
> > + yuv.z = texture2D(tex_u, textureOut).g - 0.5;<br>
> > +<br>
> > + rgb = convert_mat * yuv;<br>
> > + gl_FragColor = vec4(rgb, 1.0);<br>
> > +}<br>
> > diff --git a/src/qcam/assets/shader/NV_2_planes_VU_f.glsl b/src/qcam/assets/shader/NV_2_planes_VU_f.glsl<br>
> > new file mode 100644<br>
> > index 0000000..aae12de<br>
> > --- /dev/null<br>
> > +++ b/src/qcam/assets/shader/NV_2_planes_VU_f.glsl<br>
> > @@ -0,0 +1,32 @@<br>
> > +/* SPDX-License-Identifier: GPL-2.0-or-later */<br>
> > +/*<br>
> > + * Copyright (C) 2020, Linaro<br>
> > + *<br>
> > + * NV_2_planes_VU_f.glsl - Fragment shader code for NV21, NV61 and NV42 formats<br>
> > + */<br>
> > +<br>
> > +#ifdef GL_ES<br>
> > +precision highp float;<br>
> > +#endif<br>
> > +<br>
> > +varying vec2 textureOut;<br>
> > +uniform sampler2D tex_y;<br>
> > +uniform sampler2D tex_u;<br>
> > +<br>
> > +void main(void)<br>
> > +{<br>
> > + vec3 yuv;<br>
> > + vec3 rgb;<br>
> > + mat3 convert_mat = mat3(<br>
> > + vec3(1.1640625, 1.1640625, 1.1640625),<br>
> > + vec3(0.0, -0.390625, 2.015625),<br>
> > + vec3(1.5975625, -0.8125, 0.0)<br>
> > + );<br>
> <br>
> Here too.<br>
> <br>
> > +<br>
> > + yuv.x = texture2D(tex_y, textureOut).r - 0.0625;<br>
> > + yuv.y = texture2D(tex_u, textureOut).g - 0.5;<br>
> > + yuv.z = texture2D(tex_u, textureOut).r - 0.5;<br>
> > + <br>
> <br>
> And there are some white spaces at the end of lines (below too).<br></blockquote><div>ok. I will remove it. </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
> <br>
> We'll have to make the coefficients configurable to support different<br>
> colorspaces, but that's for later.<br>
> <br>
> > + rgb = convert_mat * yuv;<br>
> > + gl_FragColor = vec4(rgb, 1.0);<br>
> > +}<br>
> > diff --git a/src/qcam/assets/shader/NV_3_planes_UV_f.glsl b/src/qcam/assets/shader/NV_3_planes_UV_f.glsl<br>
> > new file mode 100644<br>
> > index 0000000..21fff3a<br>
> > --- /dev/null<br>
> > +++ b/src/qcam/assets/shader/NV_3_planes_UV_f.glsl<br>
> > @@ -0,0 +1,33 @@<br>
> > +/* SPDX-License-Identifier: GPL-2.0-or-later */<br>
> > +/*<br>
> > + * Copyright (C) 2020, Linaro<br>
> > + *<br>
> > + * NV_3_planes_UV_f.glsl - Fragment shader code for YUV420 format<br>
> > + */<br>
> > +<br>
> > +#ifdef GL_ES<br>
> > +precision highp float;<br>
> > +#endif<br>
> > +<br>
> > +varying vec2 textureOut;<br>
> > +uniform sampler2D tex_y;<br>
> > +uniform sampler2D tex_u;<br>
> > +uniform sampler2D tex_v;<br>
> > +<br>
> > +void main(void)<br>
> > +{<br>
> > + vec3 yuv;<br>
> > + vec3 rgb;<br>
> > + mat3 convert_mat = mat3(<br>
> > + vec3(1.1640625, 1.1640625, 1.1640625),<br>
> > + vec3(0.0, -0.390625, 2.015625),<br>
> > + vec3(1.5975625, -0.8125, 0.0)<br>
> > + );<br>
> > +<br>
> > + yuv.x = texture2D(tex_y, textureOut).r - 0.0625;<br>
> > + yuv.y = texture2D(tex_u, textureOut).r - 0.5;<br>
> > + yuv.z = texture2D(tex_v, textureOut).g - 0.5;<br>
> <br>
> I'm not sure to understand the .g here, with YUV420 having three planes,<br>
> shouldn't it be .r ? </blockquote><div>Yes. you are right. it's a problem here. I will fix it. </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">I could be wrong, my GLSL knowledge is very very<br>
> rudimentary :-)<br></blockquote><div>You definitely are a GLSL expert...don't cheat me, I know that. :-)</div><div></div><div></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
> <br>
> > + <br>
> > + rgb = convert_mat * yuv;<br>
> > + gl_FragColor = vec4(rgb, 1.0);<br>
> > +}<br>
> > diff --git a/src/qcam/assets/shader/NV_3_planes_VU_f.glsl b/src/qcam/assets/shader/NV_3_planes_VU_f.glsl<br>
> > new file mode 100644<br>
> > index 0000000..df00170<br>
> > --- /dev/null<br>
> > +++ b/src/qcam/assets/shader/NV_3_planes_VU_f.glsl<br>
> > @@ -0,0 +1,33 @@<br>
> > +/* SPDX-License-Identifier: GPL-2.0-or-later */<br>
> > +/*<br>
> > + * Copyright (C) 2020, Linaro<br>
> > + *<br>
> > + * NV_3_planes_VU_f.glsl - Fragment shader code for YVU420 format<br>
> > + */<br>
> > +<br>
> > +#ifdef GL_ES<br>
> > +precision highp float;<br>
> > +#endif<br>
> > +<br>
> > +varying vec2 textureOut;<br>
> > +uniform sampler2D tex_y;<br>
> > +uniform sampler2D tex_u;<br>
> > +uniform sampler2D tex_v;<br>
> > +<br>
> > +void main(void)<br>
> > +{<br>
> > + vec3 yuv;<br>
> > + vec3 rgb;<br>
> > + mat3 convert_mat = mat3(<br>
> > + vec3(1.1640625, 1.1640625, 1.1640625),<br>
> > + vec3(0.0, -0.390625, 2.015625),<br>
> > + vec3(1.5975625, -0.8125, 0.0)<br>
> > + );<br>
> > +<br>
> > + yuv.x = texture2D(tex_y, textureOut).r - 0.0625;<br>
> > + yuv.y = texture2D(tex_u, textureOut).g - 0.5;<br>
> > + yuv.z = texture2D(tex_v, textureOut).r - 0.5;<br>
> <br>
> Same here, I was expecting<br></blockquote><div>will fix it. </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
> <br>
> yuv.x = texture2D(tex_y, textureOut).r - 0.0625;<br>
> yuv.y = texture2D(tex_v, textureOut).r - 0.5;<br>
> yuv.z = texture2D(tex_u, textureOut).r - 0.5;<br>
> <br>
> > + <br>
> > + rgb = convert_mat * yuv;<br>
> > + gl_FragColor = vec4(rgb, 1.0);<br>
> > +}<br>
> > diff --git a/src/qcam/assets/shader/NV_vertex_shader.glsl b/src/qcam/assets/shader/NV_vertex_shader.glsl<br>
> > new file mode 100644<br>
> > index 0000000..403b791<br>
> > --- /dev/null<br>
> > +++ b/src/qcam/assets/shader/NV_vertex_shader.glsl<br>
> > @@ -0,0 +1,16 @@<br>
> > +/* SPDX-License-Identifier: GPL-2.0-or-later */<br>
> > +/*<br>
> > + * Copyright (C) 2020, Linaro<br>
> > + *<br>
> > + * NV_vertex_shader.glsl - Vertex shader code for NV family<br>
> > + */<br>
> > +<br>
> > +attribute vec4 vertexIn;<br>
> > +attribute vec2 textureIn;<br>
> > +varying vec2 textureOut;<br>
> > +<br>
> > +void main(void)<br>
> > +{<br>
> > + gl_Position = vertexIn;<br>
> > + textureOut = textureIn;<br>
> > +}<br>
> > diff --git a/src/qcam/assets/shader/shaders.qrc b/src/qcam/assets/shader/shaders.qrc<br>
> > new file mode 100644<br>
> > index 0000000..6fe4c7f<br>
> > --- /dev/null<br>
> > +++ b/src/qcam/assets/shader/shaders.qrc<br>
> > @@ -0,0 +1,10 @@<br>
> > +<!-- SPDX-License-Identifier: GPL-2.0-or-later --><br>
> > +<!DOCTYPE RCC><RCC version="1.0"><br>
> > +<qresource><br>
> > +<file>./NV_vertex_shader.glsl</file><br>
> > +<file>./NV_2_planes_UV_f.glsl</file><br>
> > +<file>./NV_2_planes_VU_f.glsl</file><br>
> > +<file>./NV_3_planes_UV_f.glsl</file><br>
> > +<file>./NV_3_planes_VU_f.glsl</file><br>
> > +</qresource><br>
> > +</RCC><br>
> > diff --git a/src/qcam/meson.build b/src/qcam/meson.build<br>
> > index 6ea886a..e0c6f26 100644<br>
> > --- a/src/qcam/meson.build<br>
> > +++ b/src/qcam/meson.build<br>
> > @@ -16,6 +16,7 @@ qcam_moc_headers = files([<br>
> > <br>
> > qcam_resources = files([<br>
> > 'assets/feathericons/feathericons.qrc',<br>
> > + 'assets/shader/shaders.qrc'<br>
> > ])<br>
> > <br>
> > qt5 = import('qt5')<br></blockquote><div> </div>Best Regards,<div>Show Liu </div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
<br>
-- <br>
Regards,<br>
<br>
Laurent Pinchart<br>
</blockquote></div></div>