{"id":24674,"url":"https://patchwork.libcamera.org/api/patches/24674/?format=json","web_url":"https://patchwork.libcamera.org/patch/24674/","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":"<20251015012251.17508-30-bryan.odonoghue@linaro.org>","date":"2025-10-15T01:22:41","name":"[v3,29/39] libcamera: shaders: Extend debayer shaders to apply RGB gain values on output","commit_ref":null,"pull_url":null,"state":"superseded","archived":false,"hash":"272bfe15991baaf4707b918b0f059ea591c539fb","submitter":{"id":175,"url":"https://patchwork.libcamera.org/api/people/175/?format=json","name":"Bryan O'Donoghue","email":"bryan.odonoghue@linaro.org"},"delegate":null,"mbox":"https://patchwork.libcamera.org/patch/24674/mbox/","series":[{"id":5503,"url":"https://patchwork.libcamera.org/api/series/5503/?format=json","web_url":"https://patchwork.libcamera.org/project/libcamera/list/?series=5503","date":"2025-10-15T01:22:12","name":"Add GLES 2.0 GPUISP to libcamera","version":3,"mbox":"https://patchwork.libcamera.org/series/5503/mbox/"}],"comments":"https://patchwork.libcamera.org/api/patches/24674/comments/","check":"pending","checks":"https://patchwork.libcamera.org/api/patches/24674/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 33674C3334\n\tfor <parsemail@patchwork.libcamera.org>;\n\tWed, 15 Oct 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<libcamera-devel-bounces@lists.libcamera.org>"},"content":"Extend out the bayer fragment shaders to take 3 x 256 byte inputs as\ntextures from the CPU.\n\nWe then use an index to the table to recover the colour-corrected values\nprovided by the SoftIPA thread.\n\nSigned-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org>\n---\n .../internal/shaders/bayer_1x_packed.frag     | 56 +++++++++++++++++\n .../internal/shaders/bayer_unpacked.frag      | 62 ++++++++++++++++++-\n 2 files changed, 117 insertions(+), 1 deletion(-)","diff":"diff --git a/include/libcamera/internal/shaders/bayer_1x_packed.frag b/include/libcamera/internal/shaders/bayer_1x_packed.frag\nindex 19b13ad0..90bd6457 100644\n--- a/include/libcamera/internal/shaders/bayer_1x_packed.frag\n+++ b/include/libcamera/internal/shaders/bayer_1x_packed.frag\n@@ -65,6 +65,10 @@ uniform vec2 tex_step;\n uniform vec2 tex_bayer_first_red;\n \n uniform sampler2D tex_y;\n+uniform sampler2D red_param;\n+uniform sampler2D green_param;\n+uniform sampler2D blue_param;\n+uniform mat3 ccm;\n \n void main(void)\n {\n@@ -212,5 +216,57 @@ void main(void)\n \t\t\tvec3(patterns.y, C, patterns.x) :\n \t\t\tvec3(patterns.wz, C));\n \n+#if defined(APPLY_CCM_PARAMETERS)\n+\t/*\n+\t *   CCM is a 3x3 in the format\n+\t *\n+\t *   +--------------+----------------+---------------+\n+\t *   | RedRedGain   | RedGreenGain   | RedBlueGain   |\n+\t *   +--------------+----------------+---------------+\n+\t *   | GreenRedGain | GreenGreenGain | GreenBlueGain |\n+\t *   +--------------+----------------+---------------+\n+\t *   | BlueRedGain  |  BlueGreenGain | BlueBlueGain  |\n+\t *   +--------------+----------------+---------------+\n+\t *\n+\t *   Rout = RedRedGain * Rin + RedGreenGain * Gin + RedBlueGain * Bin\n+\t *   Gout = GreenRedGain * Rin + GreenGreenGain * Gin + GreenBlueGain * Bin\n+\t *   Bout = BlueRedGain * Rin + BlueGreenGain * Gin + BlueBlueGain * Bin\n+\t *\n+\t *   We upload to the GPU without transposition glUniformMatrix3f(.., .., GL_FALSE, ccm);\n+\t *\n+\t *   CPU\n+\t *   float ccm [] = {\n+\t *             RedRedGain,   RedGreenGain,   RedBlueGain,\n+\t *             GreenRedGain, GreenGreenGain, GreenBlueGain,\n+\t *             BlueRedGain,  BlueGreenGain,  BlueBlueGain,\n+\t *   };\n+\t *\n+\t *   GPU\n+\t *   ccm = {\n+\t *             RedRedGain,   GreenRedGain,   BlueRedGain,\n+\t *             RedGreenGain, GreenGreenGain, BlueGreenGain,\n+\t *             RedBlueGain,  GreenBlueGain,  BlueBlueGain,\n+\t *   }\n+\t *\n+\t *   However the indexing for the mat data-type is column major hence\n+\t *   ccm[0][0] = RedRedGain, ccm[0][1] = RedGreenGain, ccm[0][2] = RedBlueGain\n+\t *\n+\t */\n+\tfloat rin, gin, bin;\n+\trin = rgb.r;\n+\tgin = rgb.g;\n+\tbin = rgb.b;\n+\n+\trgb.r = (rin * ccm[0][0]) + (gin * ccm[0][1]) + (bin * ccm[0][2]);\n+\trgb.g = (rin * ccm[1][0]) + (gin * ccm[1][1]) + (bin * ccm[1][2]);\n+\trgb.b = (rin * ccm[2][0]) + (gin * ccm[2][1]) + (bin * ccm[2][2]);\n+\n+#elif defined(APPLY_RGB_PARAMETERS)\n+\t/* Apply bayer params */\n+\trgb.r = texture2D(red_param, vec2(rgb.r, 0.5)).r;\n+\trgb.g = texture2D(green_param, vec2(rgb.g, 0.5)).g;\n+\trgb.b = texture2D(blue_param, vec2(rgb.b, 0.5)).b;\n+#endif\n+\n \tgl_FragColor = vec4(rgb, 1.0);\n }\ndiff --git a/include/libcamera/internal/shaders/bayer_unpacked.frag b/include/libcamera/internal/shaders/bayer_unpacked.frag\nindex aa7a1b00..5955c2ea 100644\n--- a/include/libcamera/internal/shaders/bayer_unpacked.frag\n+++ b/include/libcamera/internal/shaders/bayer_unpacked.frag\n@@ -21,11 +21,17 @@ precision highp float;\n \n /** Monochrome RGBA or GL_LUMINANCE Bayer encoded texture.*/\n uniform sampler2D       tex_y;\n+uniform sampler2D\tred_param;\n+uniform sampler2D\tgreen_param;\n+uniform sampler2D\tblue_param;\n varying vec4            center;\n varying vec4            yCoord;\n varying vec4            xCoord;\n+uniform mat3\t\tccm;\n \n void main(void) {\n+    vec3 rgb;\n+\n     #define fetch(x, y) texture2D(tex_y, vec2(x, y)).r\n \n     float C = texture2D(tex_y, center.xy).r; // ( 0, 0)\n@@ -97,11 +103,65 @@ void main(void) {\n     PATTERN.xw  += kB.xw * B;\n     PATTERN.xz  += kF.xz * F;\n \n-    gl_FragColor.rgb = (alternate.y == 0.0) ?\n+    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+\n+#if defined(APPLY_CCM_PARAMETERS)\n+\t/*\n+\t *   CCM is a 3x3 in the format\n+\t *\n+\t *   +--------------+----------------+---------------+\n+\t *   | RedRedGain   | RedGreenGain   | RedBlueGain   |\n+\t *   +--------------+----------------+---------------+\n+\t *   | GreenRedGain | GreenGreenGain | GreenBlueGain |\n+\t *   +--------------+----------------+---------------+\n+\t *   | BlueRedGain  |  BlueGreenGain | BlueBlueGain  |\n+\t *   +--------------+----------------+---------------+\n+\t *\n+\t *   Rout = RedRedGain * Rin + RedGreenGain * Gin + RedBlueGain * Bin\n+\t *   Gout = GreenRedGain * Rin + GreenGreenGain * Gin + GreenBlueGain * Bin\n+\t *   Bout = BlueRedGain * Rin + BlueGreenGain * Gin + BlueBlueGain * Bin\n+\t *\n+\t *   We upload to the GPU without transposition glUniformMatrix3f(.., .., GL_FALSE, ccm);\n+\t *\n+\t *   CPU\n+\t *   float ccm [] = {\n+\t *             RedRedGain,   RedGreenGain,   RedBlueGain,\n+\t *             GreenRedGain, GreenGreenGain, GreenBlueGain,\n+\t *             BlueRedGain,  BlueGreenGain,  BlueBlueGain,\n+\t *   };\n+\t *\n+\t *   GPU\n+\t *   ccm = {\n+\t *             RedRedGain,   GreenRedGain,   BlueRedGain,\n+\t *             RedGreenGain, GreenGreenGain, BlueGreenGain,\n+\t *             RedBlueGain,  GreenBlueGain,  BlueBlueGain,\n+\t *   }\n+\t *\n+\t *   However the indexing for the mat data-type is column major hence\n+\t *   ccm[0][0] = RedRedGain, ccm[0][1] = RedGreenGain, ccm[0][2] = RedBlueGain\n+\t *\n+\t */\n+\tfloat rin, gin, bin;\n+\trin = rgb.r;\n+\tgin = rgb.g;\n+\tbin = rgb.b;\n+\n+\trgb.r = (rin * ccm[0][0]) + (gin * ccm[0][1]) + (bin * ccm[0][2]);\n+\trgb.g = (rin * ccm[1][0]) + (gin * ccm[1][1]) + (bin * ccm[1][2]);\n+\trgb.b = (rin * ccm[2][0]) + (gin * ccm[2][1]) + (bin * ccm[2][2]);\n+\n+#elif defined(APPLY_RGB_PARAMETERS)\n+\t/* Apply bayer params */\n+\trgb.r = texture2D(red_param, vec2(rgb.r, 0.5)).r;\n+\trgb.g = texture2D(red_param, vec2(rgb.g, 0.5)).g;\n+\trgb.b = texture2D(red_param, vec2(rgb.b, 0.5)).b;\n+#endif\n+\n+    gl_FragColor.rgb = rgb;\n }\n","prefixes":["v3","29/39"]}