{"id":12574,"url":"https://patchwork.libcamera.org/api/patches/12574/?format=json","web_url":"https://patchwork.libcamera.org/patch/12574/","project":{"id":1,"url":"https://patchwork.libcamera.org/api/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":"<20210611162726.824789-3-andrey.konovalov@linaro.org>","date":"2021-06-11T16:27:24","name":"[libcamera-devel,v3,2/4] qcam: viewfinder_gl: Add shader to render packed RAW10 formats","commit_ref":null,"pull_url":null,"state":"superseded","archived":false,"hash":"e84bcc112c0b4a79013fd1e514e1754762d0c762","submitter":{"id":25,"url":"https://patchwork.libcamera.org/api/people/25/?format=json","name":"Andrey Konovalov","email":"andrey.konovalov@linaro.org"},"delegate":null,"mbox":"https://patchwork.libcamera.org/patch/12574/mbox/","series":[{"id":2124,"url":"https://patchwork.libcamera.org/api/series/2124/?format=json","web_url":"https://patchwork.libcamera.org/project/libcamera/list/?series=2124","date":"2021-06-11T16:27:22","name":"qcam: viewfinder_gl: add RAW8, RAW10P and RAW12P formats","version":3,"mbox":"https://patchwork.libcamera.org/series/2124/mbox/"}],"comments":"https://patchwork.libcamera.org/api/patches/12574/comments/","check":"pending","checks":"https://patchwork.libcamera.org/api/patches/12574/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 20370C320B\n\tfor <parsemail@patchwork.libcamera.org>;\n\tFri, 11 Jun 2021 16:27:49 +0000 (UTC)","from lancelot.ideasonboard.com (localhost [IPv6:::1])\n\tby lancelot.ideasonboard.com (Postfix) with ESMTP id D4A2568931;\n\tFri, 11 Jun 2021 18:27:48 +0200 (CEST)","from mail-lf1-x12c.google.com (mail-lf1-x12c.google.com\n\t[IPv6:2a00:1450:4864:20::12c])\n\tby lancelot.ideasonboard.com (Postfix) with ESMTPS id 288796029E\n\tfor <libcamera-devel@lists.libcamera.org>;\n\tFri, 11 Jun 2021 18:27:47 +0200 (CEST)","by mail-lf1-x12c.google.com with SMTP id a1so9347679lfr.12\n\tfor <libcamera-devel@lists.libcamera.org>;\n\tFri, 11 Jun 2021 09:27:47 -0700 (PDT)","from localhost.localdomain ([85.249.44.185])\n\tby smtp.googlemail.com with ESMTPSA id\n\tl2sm777773lji.70.2021.06.11.09.27.45\n\t(version=TLS1_3 cipher=TLS_AES_256_GCM_SHA384 bits=256/256);\n\tFri, 11 Jun 2021 09:27:45 -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=\"OFCvitVP\"; 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\n\tFri, 11 Jun 2021 09:27:46 -0700 (PDT)","From":"Andrey Konovalov <andrey.konovalov@linaro.org>","To":"libcamera-devel@lists.libcamera.org,\n\tlaurent.pinchart@ideasonboard.com","Date":"Fri, 11 Jun 2021 19:27:24 +0300","Message-Id":"<20210611162726.824789-3-andrey.konovalov@linaro.org>","X-Mailer":"git-send-email 2.25.1","In-Reply-To":"<20210611162726.824789-1-andrey.konovalov@linaro.org>","References":"<20210611162726.824789-1-andrey.konovalov@linaro.org>","MIME-Version":"1.0","Content-Transfer-Encoding":"8bit","Subject":"[libcamera-devel] [PATCH v3 2/4] qcam: viewfinder_gl: Add shader to\n\trender packed RAW10 formats","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>","Cc":"morgan@casual-effects.com","Errors-To":"libcamera-devel-bounces@lists.libcamera.org","Sender":"\"libcamera-devel\" <libcamera-devel-bounces@lists.libcamera.org>"},"content":"The shader supports all 4 packed RAW10 variants.\nSimple bi-linear filtering is implemented.\nThe 2 LS bits of the 10-bit colour values are dropped as the RGBA\nformat we convert into has only 8 bits per colour.\n\nThe texture coordinates passed to the fragment shader are ajusted\nto point to the nearest pixel in the image. This prevents artifacts\nwhen the image is scaled from the frame resolution to the window size.\n\nSigned-off-by: Andrey Konovalov <andrey.konovalov@linaro.org>\n---\n src/qcam/assets/shader/bayer_1x_packed.frag | 174 ++++++++++++++++++++\n src/qcam/assets/shader/shaders.qrc          |   1 +\n src/qcam/viewfinder_gl.cpp                  |  80 ++++++++-\n src/qcam/viewfinder_gl.h                    |   7 +\n 4 files changed, 260 insertions(+), 2 deletions(-)\n create mode 100644 src/qcam/assets/shader/bayer_1x_packed.frag","diff":"diff --git a/src/qcam/assets/shader/bayer_1x_packed.frag b/src/qcam/assets/shader/bayer_1x_packed.frag\nnew file mode 100644\nindex 00000000..0a87c6db\n--- /dev/null\n+++ b/src/qcam/assets/shader/bayer_1x_packed.frag\n@@ -0,0 +1,174 @@\n+/* SPDX-License-Identifier: BSD-2-Clause */\n+/*\n+ * Based on the code 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+ *\n+ * Modified by Linaro Ltd for 10/12-bit packed vs 8-bit raw Bayer format,\n+ * and for simpler demosaic algorithm.\n+ * Copyright (C) 2020, Linaro\n+ *\n+ * bayer_1x_packed.frag - Fragment shader code for raw Bayer 10-bit and 12-bit\n+ * packed formats\n+ */\n+\n+#ifdef GL_ES\n+precision mediump float;\n+#endif\n+\n+varying vec2 textureOut;\n+\n+/* the texture size: tex_size.xy is in bytes, tex_size.zw is in pixels */\n+uniform vec4 tex_size;\n+uniform vec2 tex_step;\n+uniform vec2 tex_bayer_first_red;\n+\n+uniform sampler2D tex_raw;\n+\n+void main(void)\n+{\n+\tvec3 rgb;\n+\n+\t/*\n+\t * center.xy holds the coordinates of the pixel being sampled\n+\t * on the [0, 1] range.\n+\t * center.zw holds the coordinates of the pixel being sampled\n+\t * on the [0, width/height-1] range.\n+\t */\n+\tvec4 center;\n+\t/*\n+\t * x-positions of the adjacent pixels on the [0, 1] range.\n+\t */\n+\tvec2 xcoords;\n+\t/*\n+\t * y-positions of the adjacent pixels on the [0, 1] range.\n+\t */\n+\tvec2 ycoords;\n+\n+\t/*\n+\t * The coordinates passed to the shader in textureOut may point\n+\t * to a place in between the pixels if the viewfinder window is scaled\n+\t * from the original captured frame size. Align them to the nearest\n+\t * pixel.\n+\t */\n+\tcenter.zw = floor(textureOut * tex_size.zw);\n+\tcenter.y = center.w;\n+\t/*\n+\t * Add a small number (a few mantissa's LSBs) to avoid float\n+\t * representation issues. Maybe paranoic.\n+\t */\n+\tcenter.x = BPP_X * center.z + 0.02;\n+\n+\tconst float threshold_l = 0.127 /* fract(BPP_X) * 0.5 + 0.02 */;\n+\tconst float threshold_h = 0.625 /* 1.0 - fract(BPP_X) * 1.5 */;\n+\n+\tfloat fract_x = fract(center.x);\n+\t/*\n+\t * The below floor() call ensures that center.x points\n+\t * at one of the bytes representing the 8 higher bits of\n+\t * the pixel value, not at the byte containing the LS bits\n+\t * of the group of the pixels.\n+\t */\n+\tcenter.x = floor(center.x);\n+\tcenter.xy *= tex_step;\n+\n+\txcoords = center.x + vec2(-tex_step.x, tex_step.x);\n+\tycoords = center.y + vec2(-tex_step.y, tex_step.y);\n+\t/*\n+\t * If xcoords[0] points at the byte containing the LS bits\n+         * of the previous group of the pixels, move xcoords[0] one\n+\t * byte back.\n+\t */\n+\txcoords[0] += (fract_x < threshold_l) ? -tex_step.x : 0.0;\n+\t/*\n+\t * If xcoords[1] points at the byte containing the LS bits\n+         * of the current group of the pixels, move xcoords[1] one\n+\t * byte forward.\n+\t */\n+\txcoords[1] += (fract_x > threshold_h) ? tex_step.x : 0.0;\n+\n+\tvec2 alternate = mod(center.zw + tex_bayer_first_red, 2.0);\n+\tbool even_col = alternate.x < 1.0;\n+\tbool even_raw = alternate.y < 1.0;\n+\n+\t/*\n+\t * We need to sample the central pixel and the ones with offset\n+\t * of -1 to +1 pixel in both X and Y directions. Let's name these\n+\t * pixels as below, where C is the central pixel:\n+\t *   +----+----+----+----+\n+\t *   | \\ x|    |    |    |\n+\t *   |y \\ | -1 |  0 | +1 | \n+\t *   +----+----+----+----+\n+\t *   | +1 | D2 | A1 | D3 |\n+\t *   +----+----+----+----+\n+\t *   |  0 | B0 |  C | B1 |\n+\t *   +----+----+----+----+\n+\t *   | -1 | D0 | A0 | D1 |\n+\t *   +----+----+----+----+\n+\t * In the below equations (0,-1).r means \"r component of the texel\n+\t * shifted by -tex_step.y from the center.xy one\" etc.\n+\t * In the even raw / even column (EE) case the colour values are:\n+\t *   R = C = (0,0).r,\n+\t *   G = (A0 + A1 + B0 + B1) / 4.0 =\n+\t *       ( (0,-1).r + (0,1).r + (-1,0).r + (1,0).r ) / 4.0,\n+\t *   B = (D0 + D1 + D2 + D3) / 4.0 =\n+\t *       ( (-1,-1).r + (1,-1).r + (-1,1).r + (1,1).r ) / 4.0\n+\t * For even raw / odd column (EO):\n+\t *   R = (B0 + B1) / 2.0 = ( (-1,0).r + (1,0).r ) / 2.0,\n+\t *   G = C = (0,0).r,\n+\t *   B = (A0 + A1) / 2.0 = ( (0,-1).r + (0,1).r ) / 2.0\n+\t * For odd raw / even column (OE):\n+\t *   R = (A0 + A1) / 2.0 = ( (0,-1).r + (0,1).r ) / 2.0,\n+\t *   G = C = (0,0).r,\n+\t *   B = (B0 + B1) / 2.0 = ( (-1,0).r + (1,0).r ) / 2.0\n+\t * For odd raw / odd column (OO):\n+\t *   R = (D0 + D1 + D2 + D3) / 4.0 =\n+\t *       ( (-1,-1).r + (1,-1).r + (-1,1).r + (1,1).r ) / 4.0,\n+\t *   G = (A0 + A1 + B0 + B1) / 4.0 =\n+\t *       ( (0,-1).r + (0,1).r + (-1,0).r + (1,0).r ) / 4.0,\n+\t *   B = C = (0,0).r\n+\t */\n+\n+\t/*\n+\t * Fetch the values and precalculate the terms:\n+\t *   patterns.x = (A0 + A1) / 2.0\n+\t *   patterns.y = (B0 + B1) / 2.0\n+\t *   patterns.z = (A0 + A1 + B0 + B1) / 4.0\n+\t *   patterns.w = (D0 + D1 + D2 + D3) / 4.0\n+\t */\n+\t#define fetch(x, y) texture2D(tex_raw, vec2(x, y)).r\n+\n+\tfloat C = texture2D(tex_raw, center.xy).r;\n+\tvec4 patterns = vec4(\n+\t\tfetch(center.x, ycoords[0]),\t/* A0: (0,-1) */\n+\t\tfetch(xcoords[0], center.y),\t/* B0: (-1,0) */\n+\t\tfetch(xcoords[0], ycoords[0]),\t/* D0: (-1,-1) */\n+\t\tfetch(xcoords[1], ycoords[0]));\t/* D1: (1,-1) */\n+\tvec4 temp = vec4(\n+\t\tfetch(center.x, ycoords[1]),\t/* A1: (0,1) */\n+\t\tfetch(xcoords[1], center.y),\t/* B1: (1,0) */\n+\t\tfetch(xcoords[1], ycoords[1]),\t/* D3: (1,1) */\n+\t\tfetch(xcoords[0], ycoords[1]));\t/* D2: (-1,1) */\n+\tpatterns = (patterns + temp) * 0.5;\n+\t\t/* .x = (A0 + A1) / 2.0, .y = (B0 + B1) / 2.0 */\n+\t\t/* .z = (D0 + D3) / 2.0, .w = (D1 + D2) / 2.0 */\n+\tpatterns.w = (patterns.z + patterns.w) * 0.5;\n+\tpatterns.z = (patterns.x + patterns.y) * 0.5;\n+\n+\trgb = (even_col) ?\n+\t\t((even_raw) ?\n+\t\t\tvec3(C, patterns.zw) :\n+\t\t\tvec3(patterns.x, C, patterns.y)) :\n+\t\t((even_raw) ?\n+\t\t\tvec3(patterns.y, C, patterns.x) :\n+\t\t\tvec3(patterns.wz, C));\n+\n+\tgl_FragColor = vec4(rgb, 1.0);\n+}\ndiff --git a/src/qcam/assets/shader/shaders.qrc b/src/qcam/assets/shader/shaders.qrc\nindex 8a8f9de1..d76d65c5 100644\n--- a/src/qcam/assets/shader/shaders.qrc\n+++ b/src/qcam/assets/shader/shaders.qrc\n@@ -5,6 +5,7 @@\n \t<file>YUV_2_planes.frag</file>\n \t<file>YUV_3_planes.frag</file>\n \t<file>YUV_packed.frag</file>\n+\t<file>bayer_1x_packed.frag</file>\n \t<file>identity.vert</file>\n </qresource>\n </RCC>\ndiff --git a/src/qcam/viewfinder_gl.cpp b/src/qcam/viewfinder_gl.cpp\nindex ff719418..44e410c9 100644\n--- a/src/qcam/viewfinder_gl.cpp\n+++ b/src/qcam/viewfinder_gl.cpp\n@@ -36,6 +36,11 @@ static const QList<libcamera::PixelFormat> supportedFormats{\n \tlibcamera::formats::RGBA8888,\n \tlibcamera::formats::BGR888,\n \tlibcamera::formats::RGB888,\n+\t/* Raw Bayer 10-bit packed */\n+\tlibcamera::formats::SBGGR10_CSI2P,\n+\tlibcamera::formats::SGBRG10_CSI2P,\n+\tlibcamera::formats::SGRBG10_CSI2P,\n+\tlibcamera::formats::SRGGB10_CSI2P,\n };\n \n ViewFinderGL::ViewFinderGL(QWidget *parent)\n@@ -106,6 +111,10 @@ void ViewFinderGL::render(libcamera::FrameBuffer *buffer, MappedBuffer *map)\n \t\trenderComplete(buffer_);\n \n \tdata_ = static_cast<unsigned char *>(map->memory);\n+\t/*\n+\t * \\todo Get the stride from the buffer instead of computing it naively\n+\t */\n+\tstride_ = buffer->metadata().planes[0].bytesused / size_.height();\n \tupdate();\n \tbuffer_ = buffer;\n }\n@@ -114,6 +123,9 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)\n {\n \tbool ret = true;\n \n+\t/* Set min/mag filters to GL_LINEAR by default. */\n+\ttextureMinMagFilters_ = GL_LINEAR;\n+\n \tfragmentShaderDefines_.clear();\n \n \tswitch (format) {\n@@ -203,6 +215,34 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)\n \t\tfragmentShaderDefines_.append(\"#define RGB_PATTERN bgr\");\n \t\tfragmentShaderFile_ = \":RGB.frag\";\n \t\tbreak;\n+\tcase libcamera::formats::SBGGR10_CSI2P:\n+\t\tfirstRed_.setX(1.0);\n+\t\tfirstRed_.setY(1.0);\n+\t\tfragmentShaderDefines_.append(\"#define BPP_X 1.25\");\n+\t\tfragmentShaderFile_ = \":bayer_1x_packed.frag\";\n+\t\ttextureMinMagFilters_ = GL_NEAREST;\n+\t\tbreak;\n+\tcase libcamera::formats::SGBRG10_CSI2P:\n+\t\tfirstRed_.setX(0.0);\n+\t\tfirstRed_.setY(1.0);\n+\t\tfragmentShaderDefines_.append(\"#define BPP_X 1.25\");\n+\t\tfragmentShaderFile_ = \":bayer_1x_packed.frag\";\n+\t\ttextureMinMagFilters_ = GL_NEAREST;\n+\t\tbreak;\n+\tcase libcamera::formats::SGRBG10_CSI2P:\n+\t\tfirstRed_.setX(1.0);\n+\t\tfirstRed_.setY(0.0);\n+\t\tfragmentShaderDefines_.append(\"#define BPP_X 1.25\");\n+\t\tfragmentShaderFile_ = \":bayer_1x_packed.frag\";\n+\t\ttextureMinMagFilters_ = GL_NEAREST;\n+\t\tbreak;\n+\tcase libcamera::formats::SRGGB10_CSI2P:\n+\t\tfirstRed_.setX(0.0);\n+\t\tfirstRed_.setY(0.0);\n+\t\tfragmentShaderDefines_.append(\"#define BPP_X 1.25\");\n+\t\tfragmentShaderFile_ = \":bayer_1x_packed.frag\";\n+\t\ttextureMinMagFilters_ = GL_NEAREST;\n+\t\tbreak;\n \tdefault:\n \t\tret = false;\n \t\tqWarning() << \"[ViewFinderGL]:\"\n@@ -290,6 +330,8 @@ bool ViewFinderGL::createFragmentShader()\n \ttextureUniformU_ = shaderProgram_.uniformLocation(\"tex_u\");\n \ttextureUniformV_ = shaderProgram_.uniformLocation(\"tex_v\");\n \ttextureUniformStep_ = shaderProgram_.uniformLocation(\"tex_step\");\n+\ttextureUniformSize_ = shaderProgram_.uniformLocation(\"tex_size\");\n+\ttextureUniformBayerFirstRed_ = shaderProgram_.uniformLocation(\"tex_bayer_first_red\");\n \n \t/* Create the textures. */\n \tfor (std::unique_ptr<QOpenGLTexture> &texture : textures_) {\n@@ -306,8 +348,10 @@ bool ViewFinderGL::createFragmentShader()\n void ViewFinderGL::configureTexture(QOpenGLTexture &texture)\n {\n \tglBindTexture(GL_TEXTURE_2D, texture.textureId());\n-\tglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\n-\tglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\n+\tglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,\n+\t\t\ttextureMinMagFilters_);\n+\tglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,\n+\t\t\ttextureMinMagFilters_);\n \tglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);\n \tglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);\n }\n@@ -547,6 +591,38 @@ void ViewFinderGL::doRender()\n \t\tshaderProgram_.setUniformValue(textureUniformY_, 0);\n \t\tbreak;\n \n+\tcase libcamera::formats::SBGGR10_CSI2P:\n+\tcase libcamera::formats::SGBRG10_CSI2P:\n+\tcase libcamera::formats::SGRBG10_CSI2P:\n+\tcase libcamera::formats::SRGGB10_CSI2P:\n+\t\t/*\n+\t\t * Packed raw Bayer 10-bit formats are stored in GL_RED texture.\n+\t\t * The texture width is equal to the stride.\n+\t\t */\n+\t\tglActiveTexture(GL_TEXTURE0);\n+\t\tconfigureTexture(*textures_[0]);\n+\t\tglTexImage2D(GL_TEXTURE_2D,\n+\t\t\t     0,\n+\t\t\t     GL_RED,\n+\t\t\t     stride_,\n+\t\t\t     size_.height(),\n+\t\t\t     0,\n+\t\t\t     GL_RED,\n+\t\t\t     GL_UNSIGNED_BYTE,\n+\t\t\t     data_);\n+\t\tshaderProgram_.setUniformValue(textureUniformY_, 0);\n+\t\tshaderProgram_.setUniformValue(textureUniformBayerFirstRed_,\n+\t\t\t\t\t       firstRed_);\n+\t\tshaderProgram_.setUniformValue(textureUniformSize_,\n+\t\t\t\t\t       stride_, /* width in bytes */\n+\t\t\t\t\t       size_.height(),\n+\t\t\t\t\t       size_.width(), /* in pixels */\n+\t\t\t\t\t       size_.height());\n+\t\tshaderProgram_.setUniformValue(textureUniformStep_,\n+\t\t\t\t\t       1.0f / (stride_ - 1),\n+\t\t\t\t\t       1.0f / (size_.height() - 1));\n+\t\tbreak;\n+\n \tdefault:\n \t\tbreak;\n \t};\ndiff --git a/src/qcam/viewfinder_gl.h b/src/qcam/viewfinder_gl.h\nindex 1b1faa91..0171885a 100644\n--- a/src/qcam/viewfinder_gl.h\n+++ b/src/qcam/viewfinder_gl.h\n@@ -66,6 +66,7 @@ private:\n \tlibcamera::FrameBuffer *buffer_;\n \tlibcamera::PixelFormat format_;\n \tQSize size_;\n+\tunsigned int stride_;\n \tunsigned char *data_;\n \n \t/* Shaders */\n@@ -81,13 +82,19 @@ private:\n \t/* Textures */\n \tstd::array<std::unique_ptr<QOpenGLTexture>, 3> textures_;\n \n+\t/* Common texture parameters */\n+\tGLuint textureMinMagFilters_;\n \t/* YUV texture parameters */\n \tGLuint textureUniformU_;\n \tGLuint textureUniformV_;\n \tGLuint textureUniformY_;\n+\tGLuint textureUniformSize_;\n \tGLuint textureUniformStep_;\n \tunsigned int horzSubSample_;\n \tunsigned int vertSubSample_;\n+\t/* Raw Bayer texture parameters */\n+\tGLuint textureUniformBayerFirstRed_;\n+\tQPointF firstRed_;\n \n \tQMutex mutex_; /* Prevent concurrent access to image_ */\n };\n","prefixes":["libcamera-devel","v3","2/4"]}