{"id":9355,"url":"https://patchwork.libcamera.org/api/1.1/patches/9355/?format=json","web_url":"https://patchwork.libcamera.org/patch/9355/","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":"<20200821161602.5093-2-show.liu@linaro.org>","date":"2020-08-21T16:16:00","name":"[libcamera-devel,v4,1/3] qcam: add OpenGL shader code as QT resource","commit_ref":null,"pull_url":null,"state":"superseded","archived":false,"hash":"7b3efbe2220e680595eb7e23abb7a45eb3b8995a","submitter":{"id":24,"url":"https://patchwork.libcamera.org/api/1.1/people/24/?format=json","name":"Show Liu","email":"show.liu@linaro.org"},"delegate":null,"mbox":"https://patchwork.libcamera.org/patch/9355/mbox/","series":[{"id":1229,"url":"https://patchwork.libcamera.org/api/1.1/series/1229/?format=json","web_url":"https://patchwork.libcamera.org/project/libcamera/list/?series=1229","date":"2020-08-21T16:15:59","name":"qcam: NV family YUV format conversion by using OpenGL shader","version":4,"mbox":"https://patchwork.libcamera.org/series/1229/mbox/"}],"comments":"https://patchwork.libcamera.org/api/patches/9355/comments/","check":"pending","checks":"https://patchwork.libcamera.org/api/patches/9355/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 753ADBD87C\n\tfor 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<show.liu@linaro.org>","To":"libcamera-devel@lists.libcamera.org","Date":"Sat, 22 Aug 2020 00:16:00 +0800","Message-Id":"<20200821161602.5093-2-show.liu@linaro.org>","X-Mailer":"git-send-email 2.20.1","In-Reply-To":"<20200821161602.5093-1-show.liu@linaro.org>","References":"<20200821161602.5093-1-show.liu@linaro.org>","MIME-Version":"1.0","Subject":"[libcamera-devel] [PATCH v4 1/3] qcam: add OpenGL shader code as QT\n\tresource","X-BeenThere":"libcamera-devel@lists.libcamera.org","X-Mailman-Version":"2.1.29","Precedence":"list","List-Id":"<libcamera-devel.lists.libcamera.org>","List-Unsubscribe":"<https://lists.libcamera.org/options/libcamera-devel>,\n\t<mailto:libcamera-devel-request@lists.libcamera.org?subject=unsubscribe>","List-Archive":"<https://lists.libcamera.org/pipermail/libcamera-devel/>","List-Post":"<mailto:libcamera-devel@lists.libcamera.org>","List-Help":"<mailto:libcamera-devel-request@lists.libcamera.org?subject=help>","List-Subscribe":"<https://lists.libcamera.org/listinfo/libcamera-devel>,\n\t<mailto:libcamera-devel-request@lists.libcamera.org?subject=subscribe>","Content-Type":"text/plain; charset=\"us-ascii\"","Content-Transfer-Encoding":"7bit","Errors-To":"libcamera-devel-bounces@lists.libcamera.org","Sender":"\"libcamera-devel\" <libcamera-devel-bounces@lists.libcamera.org>"},"content":"qcam: add OpenGL shader code as QT resource\n\nSigned-off-by: Show Liu <show.liu@linaro.org>\n---\n src/qcam/assets/shader/NV_2_planes_UV_f.glsl | 32 +++++++++++++++++++\n src/qcam/assets/shader/NV_2_planes_VU_f.glsl | 32 +++++++++++++++++++\n src/qcam/assets/shader/NV_3_planes_UV_f.glsl | 33 ++++++++++++++++++++\n src/qcam/assets/shader/NV_3_planes_VU_f.glsl | 33 ++++++++++++++++++++\n src/qcam/assets/shader/NV_vertex_shader.glsl | 16 ++++++++++\n src/qcam/assets/shader/shaders.qrc           | 10 ++++++\n src/qcam/meson.build                         |  1 +\n 7 files changed, 157 insertions(+)\n create mode 100644 src/qcam/assets/shader/NV_2_planes_UV_f.glsl\n create mode 100644 src/qcam/assets/shader/NV_2_planes_VU_f.glsl\n create mode 100644 src/qcam/assets/shader/NV_3_planes_UV_f.glsl\n create mode 100644 src/qcam/assets/shader/NV_3_planes_VU_f.glsl\n create mode 100644 src/qcam/assets/shader/NV_vertex_shader.glsl\n create mode 100644 src/qcam/assets/shader/shaders.qrc","diff":"diff --git a/src/qcam/assets/shader/NV_2_planes_UV_f.glsl b/src/qcam/assets/shader/NV_2_planes_UV_f.glsl\nnew file mode 100644\nindex 0000000..32c6e90\n--- /dev/null\n+++ b/src/qcam/assets/shader/NV_2_planes_UV_f.glsl\n@@ -0,0 +1,32 @@\n+/* SPDX-License-Identifier: GPL-2.0-or-later */\n+/*\n+ * Copyright (C) 2020, Linaro\n+ *\n+ * NV_2_planes_UV_f.glsl - Fragment shader code for NV12, NV16 and NV24 formats\n+ */\n+\n+#ifdef GL_ES\n+precision highp float;\n+#endif\n+\n+varying vec2 textureOut;\n+uniform sampler2D tex_y;\n+uniform sampler2D tex_u;\n+\n+void main(void)\n+{\n+\tvec3 yuv;\n+\tvec3 rgb;\n+\tmat3 convert_mat = mat3(\n+\t\t\t\t\t\t\tvec3(1.1640625, 1.1640625, 1.1640625),\n+\t\t\t\t\t\t\tvec3(0.0, -0.390625, 2.015625),\n+\t\t\t\t\t\t\tvec3(1.5975625, -0.8125, 0.0)\n+\t\t\t\t\t\t   );\n+\n+\tyuv.x = texture2D(tex_y, textureOut).r - 0.0625;\n+\tyuv.y = texture2D(tex_u, textureOut).r - 0.5;\n+\tyuv.z = texture2D(tex_u, textureOut).g - 0.5;\n+\n+\trgb = convert_mat * yuv;\n+\tgl_FragColor = vec4(rgb, 1.0);\n+}\ndiff --git a/src/qcam/assets/shader/NV_2_planes_VU_f.glsl b/src/qcam/assets/shader/NV_2_planes_VU_f.glsl\nnew file mode 100644\nindex 0000000..aae12de\n--- /dev/null\n+++ b/src/qcam/assets/shader/NV_2_planes_VU_f.glsl\n@@ -0,0 +1,32 @@\n+/* SPDX-License-Identifier: GPL-2.0-or-later */\n+/*\n+ * Copyright (C) 2020, Linaro\n+ *\n+ * NV_2_planes_VU_f.glsl - Fragment shader code for NV21, NV61 and NV42 formats\n+ */\n+\n+#ifdef GL_ES\n+precision highp float;\n+#endif\n+\n+varying vec2 textureOut;\n+uniform sampler2D tex_y;\n+uniform sampler2D tex_u;\n+\n+void main(void)\n+{\n+\tvec3 yuv;\n+\tvec3 rgb;\n+\tmat3 convert_mat = mat3(\n+\t\t\t\t\t\t\tvec3(1.1640625, 1.1640625, 1.1640625),\n+\t\t\t\t\t\t\tvec3(0.0, -0.390625, 2.015625),\n+\t\t\t\t\t\t\tvec3(1.5975625, -0.8125, 0.0)\n+\t\t\t\t\t\t   );\n+\n+\tyuv.x = texture2D(tex_y, textureOut).r - 0.0625;\n+\tyuv.y = texture2D(tex_u, textureOut).g - 0.5;\n+\tyuv.z = texture2D(tex_u, textureOut).r - 0.5;\n+\t\n+\trgb = convert_mat * yuv;\n+\tgl_FragColor = vec4(rgb, 1.0);\n+}\ndiff --git a/src/qcam/assets/shader/NV_3_planes_UV_f.glsl b/src/qcam/assets/shader/NV_3_planes_UV_f.glsl\nnew file mode 100644\nindex 0000000..21fff3a\n--- /dev/null\n+++ b/src/qcam/assets/shader/NV_3_planes_UV_f.glsl\n@@ -0,0 +1,33 @@\n+/* SPDX-License-Identifier: GPL-2.0-or-later */\n+/*\n+ * Copyright (C) 2020, Linaro\n+ *\n+ * NV_3_planes_UV_f.glsl - Fragment shader code for YUV420 format\n+ */\n+\n+#ifdef GL_ES\n+precision highp float;\n+#endif\n+\n+varying vec2 textureOut;\n+uniform sampler2D tex_y;\n+uniform sampler2D tex_u;\n+uniform sampler2D tex_v;\n+\n+void main(void)\n+{\n+\tvec3 yuv;\n+\tvec3 rgb;\n+\tmat3 convert_mat = mat3(\n+\t\t\t\t\t\t\tvec3(1.1640625, 1.1640625, 1.1640625),\n+\t\t\t\t\t\t\tvec3(0.0, -0.390625, 2.015625),\n+\t\t\t\t\t\t\tvec3(1.5975625, -0.8125, 0.0)\n+\t\t\t\t\t\t   );\n+\n+\tyuv.x = texture2D(tex_y, textureOut).r - 0.0625;\n+\tyuv.y = texture2D(tex_u, textureOut).r - 0.5;\n+\tyuv.z = texture2D(tex_v, textureOut).g - 0.5;\n+\t\n+\trgb = convert_mat * yuv;\n+\tgl_FragColor = vec4(rgb, 1.0);\n+}\ndiff --git a/src/qcam/assets/shader/NV_3_planes_VU_f.glsl b/src/qcam/assets/shader/NV_3_planes_VU_f.glsl\nnew file mode 100644\nindex 0000000..df00170\n--- /dev/null\n+++ b/src/qcam/assets/shader/NV_3_planes_VU_f.glsl\n@@ -0,0 +1,33 @@\n+/* SPDX-License-Identifier: GPL-2.0-or-later */\n+/*\n+ * Copyright (C) 2020, Linaro\n+ *\n+ * NV_3_planes_VU_f.glsl - Fragment shader code for YVU420 format\n+ */\n+\n+#ifdef GL_ES\n+precision highp float;\n+#endif\n+\n+varying vec2 textureOut;\n+uniform sampler2D tex_y;\n+uniform sampler2D tex_u;\n+uniform sampler2D tex_v;\n+\n+void main(void)\n+{\n+\tvec3 yuv;\n+\tvec3 rgb;\n+\tmat3 convert_mat = mat3(\n+\t\t\t\t\t\t\tvec3(1.1640625, 1.1640625, 1.1640625),\n+\t\t\t\t\t\t\tvec3(0.0, -0.390625, 2.015625),\n+\t\t\t\t\t\t\tvec3(1.5975625, -0.8125, 0.0)\n+\t\t\t\t\t\t   );\n+\n+\tyuv.x = texture2D(tex_y, textureOut).r - 0.0625;\n+\tyuv.y = texture2D(tex_u, textureOut).g - 0.5;\n+\tyuv.z = texture2D(tex_v, textureOut).r - 0.5;\n+\t\n+\trgb = convert_mat * yuv;\n+\tgl_FragColor = vec4(rgb, 1.0);\n+}\ndiff --git a/src/qcam/assets/shader/NV_vertex_shader.glsl b/src/qcam/assets/shader/NV_vertex_shader.glsl\nnew file mode 100644\nindex 0000000..403b791\n--- /dev/null\n+++ b/src/qcam/assets/shader/NV_vertex_shader.glsl\n@@ -0,0 +1,16 @@\n+/* SPDX-License-Identifier: GPL-2.0-or-later */\n+/*\n+ * Copyright (C) 2020, Linaro\n+ *\n+ * NV_vertex_shader.glsl - Vertex shader code for NV family\n+ */\n+\n+attribute vec4 vertexIn;\n+attribute vec2 textureIn;\n+varying vec2 textureOut;\n+\n+void main(void)\n+{\n+\tgl_Position = vertexIn;\n+\ttextureOut = textureIn;\n+}\ndiff --git a/src/qcam/assets/shader/shaders.qrc b/src/qcam/assets/shader/shaders.qrc\nnew file mode 100644\nindex 0000000..6fe4c7f\n--- /dev/null\n+++ b/src/qcam/assets/shader/shaders.qrc\n@@ -0,0 +1,10 @@\n+<!-- SPDX-License-Identifier: GPL-2.0-or-later -->\n+<!DOCTYPE RCC><RCC version=\"1.0\">\n+<qresource>\n+<file>./NV_vertex_shader.glsl</file>\n+<file>./NV_2_planes_UV_f.glsl</file>\n+<file>./NV_2_planes_VU_f.glsl</file>\n+<file>./NV_3_planes_UV_f.glsl</file>\n+<file>./NV_3_planes_VU_f.glsl</file>\n+</qresource>\n+</RCC>\ndiff --git a/src/qcam/meson.build b/src/qcam/meson.build\nindex 6ea886a..e0c6f26 100644\n--- a/src/qcam/meson.build\n+++ b/src/qcam/meson.build\n@@ -16,6 +16,7 @@ qcam_moc_headers = files([\n \n qcam_resources = files([\n     'assets/feathericons/feathericons.qrc',\n+    'assets/shader/shaders.qrc'\n ])\n \n qt5 = import('qt5')\n","prefixes":["libcamera-devel","v4","1/3"]}