{"id":12688,"url":"https://patchwork.libcamera.org/api/1.1/patches/12688/?format=json","web_url":"https://patchwork.libcamera.org/patch/12688/","project":{"id":1,"url":"https://patchwork.libcamera.org/api/1.1/projects/1/?format=json","name":"libcamera","link_name":"libcamera","list_id":"libcamera_core","list_email":"libcamera-devel@lists.libcamera.org","web_url":"","scm_url":"","webscm_url":""},"msgid":"<20210622134652.1279260-5-andrey.konovalov@linaro.org>","date":"2021-06-22T13:46:47","name":"[libcamera-devel,v5,4/9] qcam: viewfinder_gl: Copy the shaders for RAW8 Bayer format from motmot","commit_ref":null,"pull_url":null,"state":"accepted","archived":false,"hash":"6ffa5389bb73246736e7c7a186405444baaa34df","submitter":{"id":25,"url":"https://patchwork.libcamera.org/api/1.1/people/25/?format=json","name":"Andrey Konovalov","email":"andrey.konovalov@linaro.org"},"delegate":null,"mbox":"https://patchwork.libcamera.org/patch/12688/mbox/","series":[{"id":2168,"url":"https://patchwork.libcamera.org/api/1.1/series/2168/?format=json","web_url":"https://patchwork.libcamera.org/project/libcamera/list/?series=2168","date":"2021-06-22T13:46:43","name":"qcam: viewfinder_gl: add RAW8, RAW10P and RAW12P formats","version":5,"mbox":"https://patchwork.libcamera.org/series/2168/mbox/"}],"comments":"https://patchwork.libcamera.org/api/patches/12688/comments/","check":"pending","checks":"https://patchwork.libcamera.org/api/patches/12688/checks/","tags":{},"headers":{"Return-Path":"<libcamera-devel-bounces@lists.libcamera.org>","X-Original-To":"parsemail@patchwork.libcamera.org","Delivered-To":"parsemail@patchwork.libcamera.org","Received":["from lancelot.ideasonboard.com (lancelot.ideasonboard.com\n\t[92.243.16.209])\n\tby patchwork.libcamera.org (Postfix) with ESMTPS id F3727C321B\n\tfor <parsemail@patchwork.libcamera.org>;\n\tTue, 22 Jun 2021 13:47:15 +0000 (UTC)","from lancelot.ideasonboard.com (localhost [IPv6:::1])\n\tby lancelot.ideasonboard.com (Postfix) with ESMTP id B23586893C;\n\tTue, 22 Jun 2021 15:47:15 +0200 (CEST)","from mail-lj1-x22e.google.com (mail-lj1-x22e.google.com\n\t[IPv6:2a00:1450:4864:20::22e])\n\tby lancelot.ideasonboard.com (Postfix) with ESMTPS id 8489660292\n\tfor <libcamera-devel@lists.libcamera.org>;\n\tTue, 22 Jun 2021 15:47:14 +0200 (CEST)","by mail-lj1-x22e.google.com with SMTP id u11so19285704ljh.2\n\tfor <libcamera-devel@lists.libcamera.org>;\n\tTue, 22 Jun 2021 06:47:14 -0700 (PDT)","from localhost.localdomain ([85.249.44.185])\n\tby smtp.googlemail.com with ESMTPSA id\n\tb19sm163125ljo.37.2021.06.22.06.47.13\n\t(version=TLS1_3 cipher=TLS_AES_256_GCM_SHA384 bits=256/256);\n\tTue, 22 Jun 2021 06:47:13 -0700 (PDT)"],"Authentication-Results":"lancelot.ideasonboard.com;\n\tdkim=fail reason=\"signature verification failed\" (2048-bit key;\n\tunprotected) header.d=linaro.org header.i=@linaro.org\n\theader.b=\"u+eUkAja\"; 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All rights reserved.\n+\n+Redistribution and use in source and binary forms, with or without\n+modification, are permitted provided that the following conditions are\n+met:\n+\n+    * Redistributions of source code must retain the above copyright\n+      notice, this list of conditions and the following disclaimer.\n+\n+    * Redistributions in binary form must reproduce the above\n+      copyright notice, this list of conditions and the following\n+      disclaimer in the documentation and/or other materials provided\n+      with the distribution.\n+\n+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n+\"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n+*/\n+\n+//Pixel Shader\n+\n+/** Monochrome RGBA or GL_LUMINANCE Bayer encoded texture.*/\n+uniform sampler2D       source;\n+varying vec4            center;\n+varying vec4            yCoord;\n+varying vec4            xCoord;\n+\n+void main(void) {\n+    #define fetch(x, y) texture2D(source, vec2(x, y)).r\n+\n+    float C = texture2D(source, center.xy).r; // ( 0, 0)\n+    const vec4 kC = vec4( 4.0,  6.0,  5.0,  5.0) / 8.0;\n+\n+    // Determine which of four types of pixels we are on.\n+    vec2 alternate = mod(floor(center.zw), 2.0);\n+\n+    vec4 Dvec = vec4(\n+        fetch(xCoord[1], yCoord[1]),  // (-1,-1)\n+        fetch(xCoord[1], yCoord[2]),  // (-1, 1)\n+        fetch(xCoord[2], yCoord[1]),  // ( 1,-1)\n+        fetch(xCoord[2], yCoord[2])); // ( 1, 1)\n+\n+    vec4 PATTERN = (kC.xyz * C).xyzz;\n+\n+    // Can also be a dot product with (1,1,1,1) on hardware where that is\n+    // specially optimized.\n+    // Equivalent to: D = Dvec[0] + Dvec[1] + Dvec[2] + Dvec[3];\n+    Dvec.xy += Dvec.zw;\n+    Dvec.x  += Dvec.y;\n+\n+    vec4 value = vec4(\n+        fetch(center.x, yCoord[0]),   // ( 0,-2)\n+        fetch(center.x, yCoord[1]),   // ( 0,-1)\n+        fetch(xCoord[0], center.y),   // (-1, 0)\n+        fetch(xCoord[1], center.y));  // (-2, 0)\n+\n+    vec4 temp = vec4(\n+        fetch(center.x, yCoord[3]),   // ( 0, 2)\n+        fetch(center.x, yCoord[2]),   // ( 0, 1)\n+        fetch(xCoord[3], center.y),   // ( 2, 0)\n+        fetch(xCoord[2], center.y));  // ( 1, 0)\n+\n+    // Even the simplest compilers should be able to constant-fold these to\n+    // avoid the division.\n+    // Note that on scalar processors these constants force computation of some\n+    // identical products twice.\n+    const vec4 kA = vec4(-1.0, -1.5,  0.5, -1.0) / 8.0;\n+    const vec4 kB = vec4( 2.0,  0.0,  0.0,  4.0) / 8.0;\n+    const vec4 kD = vec4( 0.0,  2.0, -1.0, -1.0) / 8.0;\n+\n+    // Conserve constant registers and take advantage of free swizzle on load\n+    #define kE (kA.xywz)\n+    #define kF (kB.xywz)\n+\n+    value += temp;\n+\n+    // There are five filter patterns (identity, cross, checker,\n+    // theta, phi).  Precompute the terms from all of them and then\n+    // use swizzles to assign to color channels.\n+    //\n+    // Channel   Matches\n+    //   x       cross   (e.g., EE G)\n+    //   y       checker (e.g., EE B)\n+    //   z       theta   (e.g., EO R)\n+    //   w       phi     (e.g., EO R)\n+    #define A (value[0])\n+    #define B (value[1])\n+    #define D (Dvec.x)\n+    #define E (value[2])\n+    #define F (value[3])\n+\n+    // Avoid zero elements. On a scalar processor this saves two MADDs\n+    // and it has no effect on a vector processor.\n+    PATTERN.yzw += (kD.yz * D).xyy;\n+\n+    PATTERN += (kA.xyz * A).xyzx + (kE.xyw * E).xyxz;\n+    PATTERN.xw  += kB.xw * B;\n+    PATTERN.xz  += kF.xz * F;\n+\n+    gl_FragColor.rgb = (alternate.y == 0.0) ?\n+        ((alternate.x == 0.0) ?\n+            vec3(C, PATTERN.xy) :\n+            vec3(PATTERN.z, C, PATTERN.w)) :\n+        ((alternate.x == 0.0) ?\n+            vec3(PATTERN.w, C, PATTERN.z) :\n+            vec3(PATTERN.yx, C));\n+}\ndiff --git a/src/qcam/assets/shader/bayer_8.vert b/src/qcam/assets/shader/bayer_8.vert\nnew file mode 100644\nindex 00000000..3354860f\n--- /dev/null\n+++ b/src/qcam/assets/shader/bayer_8.vert\n@@ -0,0 +1,70 @@\n+/*\n+From http://jgt.akpeters.com/papers/McGuire08/\n+\n+Efficient, High-Quality Bayer Demosaic Filtering on GPUs\n+\n+Morgan McGuire\n+\n+This paper appears in issue Volume 13, Number 4.\n+---------------------------------------------------------\n+Copyright (c) 2008, Morgan McGuire. All rights reserved.\n+\n+Redistribution and use in source and binary forms, with or without\n+modification, are permitted provided that the following conditions are\n+met:\n+\n+    * Redistributions of source code must retain the above copyright\n+      notice, this list of conditions and the following disclaimer.\n+\n+    * Redistributions in binary form must reproduce the above\n+      copyright notice, this list of conditions and the following\n+      disclaimer in the documentation and/or other materials provided\n+      with the distribution.\n+\n+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\n+\"AS IS\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\n+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\n+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\n+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\n+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\n+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\n+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\n+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n+*/\n+\n+//Vertex Shader\n+\n+\n+/** (w,h,1/w,1/h) */\n+uniform vec4            sourceSize;\n+\n+/** Pixel position of the first red pixel in the */\n+/**  Bayer pattern.  [{0,1}, {0, 1}]*/\n+uniform vec2            firstRed;\n+\n+/** .xy = Pixel being sampled in the fragment shader on the range [0, 1]\n+    .zw = ...on the range [0, sourceSize], offset by firstRed */\n+varying vec4            center;\n+\n+/** center.x + (-2/w, -1/w, 1/w, 2/w); These are the x-positions */\n+/** of the adjacent pixels.*/\n+varying vec4            xCoord;\n+\n+/** center.y + (-2/h, -1/h, 1/h, 2/h); These are the y-positions */\n+/** of the adjacent pixels.*/\n+varying vec4            yCoord;\n+\n+void main(void) {\n+    center.xy = gl_MultiTexCoord0.xy;\n+    center.zw = gl_MultiTexCoord0.xy * sourceSize.xy + firstRed;\n+\n+    vec2 invSize = sourceSize.zw;\n+    xCoord = center.x + vec4(-2.0 * invSize.x,\n+                             -invSize.x, invSize.x, 2.0 * invSize.x);\n+    yCoord = center.y + vec4(-2.0 * invSize.y,\n+                              -invSize.y, invSize.y, 2.0 * invSize.y);\n+\n+    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n+}\n","prefixes":["libcamera-devel","v5","4/9"]}