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{
    "id": 9481,
    "url": "https://patchwork.libcamera.org/api/patches/9481/?format=api",
    "web_url": "https://patchwork.libcamera.org/patch/9481/",
    "project": {
        "id": 1,
        "url": "https://patchwork.libcamera.org/api/projects/1/?format=api",
        "name": "libcamera",
        "link_name": "libcamera",
        "list_id": "libcamera_core",
        "list_email": "libcamera-devel@lists.libcamera.org",
        "web_url": "",
        "scm_url": "",
        "webscm_url": ""
    },
    "msgid": "<20200904084316.7319-2-show.liu@linaro.org>",
    "date": "2020-09-04T08:43:12",
    "name": "[libcamera-devel,v5,1/4] qcam: add OpenGL shader code as Qt resource",
    "commit_ref": null,
    "pull_url": null,
    "state": "superseded",
    "archived": false,
    "hash": "410a90a138a9a612772ab383bc0d361beaff0205",
    "submitter": {
        "id": 24,
        "url": "https://patchwork.libcamera.org/api/people/24/?format=api",
        "name": "Show Liu",
        "email": "show.liu@linaro.org"
    },
    "delegate": null,
    "mbox": "https://patchwork.libcamera.org/patch/9481/mbox/",
    "series": [
        {
            "id": 1262,
            "url": "https://patchwork.libcamera.org/api/series/1262/?format=api",
            "web_url": "https://patchwork.libcamera.org/project/libcamera/list/?series=1262",
            "date": "2020-09-04T08:43:11",
            "name": "qcam: accelerate format conversion by OpenGL shader",
            "version": 5,
            "mbox": "https://patchwork.libcamera.org/series/1262/mbox/"
        }
    ],
    "comments": "https://patchwork.libcamera.org/api/patches/9481/comments/",
    "check": "pending",
    "checks": "https://patchwork.libcamera.org/api/patches/9481/checks/",
    "tags": {},
    "headers": {
        "Return-Path": "<libcamera-devel-bounces@lists.libcamera.org>",
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        "From": "Show Liu <show.liu@linaro.org>",
        "To": "libcamera-devel@lists.libcamera.org",
        "Date": "Fri,  4 Sep 2020 16:43:12 +0800",
        "Message-Id": "<20200904084316.7319-2-show.liu@linaro.org>",
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        "In-Reply-To": "<20200904084316.7319-1-show.liu@linaro.org>",
        "References": "<20200904084316.7319-1-show.liu@linaro.org>",
        "MIME-Version": "1.0",
        "Subject": "[libcamera-devel] [PATCH v5 1/4] qcam: add OpenGL shader code as Qt\n\tresource",
        "X-BeenThere": "libcamera-devel@lists.libcamera.org",
        "X-Mailman-Version": "2.1.29",
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        "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..54bb459\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 mediump 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 yuv2rgb_bt601_mat = mat3(\n+\t\t\t\t      vec3(1.164,  1.164, 1.164),\n+\t\t\t\t      vec3(0.000, -0.392, 2.017),\n+\t\t\t\t      vec3(1.596, -0.813, 0.000)\n+\t\t\t\t );\n+\n+\tyuv.x = texture2D(tex_y, textureOut).r - 0.063;\n+\tyuv.y = texture2D(tex_u, textureOut).r - 0.500;\n+\tyuv.z = texture2D(tex_u, textureOut).g - 0.500;\n+\n+\trgb = yuv2rgb_bt601_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..6571ed6\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 mediump 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 yuv2rgb_bt601_mat = mat3(\n+\t\t\t\t      vec3(1.164,  1.164, 1.164),\n+\t\t\t\t      vec3(0.000, -0.392, 2.017),\n+\t\t\t\t      vec3(1.596, -0.813, 0.000)\n+\t\t\t\t );\n+\n+\tyuv.x = texture2D(tex_y, textureOut).r - 0.063;\n+\tyuv.y = texture2D(tex_u, textureOut).g - 0.500;\n+\tyuv.z = texture2D(tex_u, textureOut).r - 0.500;\n+\n+\trgb = yuv2rgb_bt601_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..9d104fd\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 mediump 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 yuv2rgb_bt601_mat = mat3(\n+\t\t\t\t      vec3(1.164,  1.164, 1.164),\n+\t\t\t\t      vec3(0.000, -0.392, 2.017),\n+\t\t\t\t      vec3(1.596, -0.813, 0.000)\n+\t\t\t\t );\n+\n+\tyuv.x = texture2D(tex_y, textureOut).r - 0.063;\n+\tyuv.y = texture2D(tex_u, textureOut).r - 0.500;\n+\tyuv.z = texture2D(tex_v, textureOut).r - 0.500;\n+\n+\trgb = yuv2rgb_bt601_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..245a619\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 mediump 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 yuv2rgb_bt601_mat = mat3(\n+\t\t\t\t      vec3(1.164,  1.164, 1.164),\n+\t\t\t\t      vec3(0.000, -0.392, 2.017),\n+\t\t\t\t      vec3(1.596, -0.813, 0.000)\n+\t\t\t\t );\n+\n+\tyuv.x = texture2D(tex_y, textureOut).r - 0.063;\n+\tyuv.y = texture2D(tex_u, textureOut).r - 0.500;\n+\tyuv.z = texture2D(tex_v, textureOut).r - 0.500;\n+\n+\trgb = yuv2rgb_bt601_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",
        "v5",
        "1/4"
    ]
}