[{"id":12464,"web_url":"https://patchwork.libcamera.org/comment/12464/","msgid":"<20200912012015.GK6808@pendragon.ideasonboard.com>","date":"2020-09-12T01:20:15","subject":"Re: [libcamera-devel] [PATCH v6 1/4] qcam: add OpenGL shader code\n\tas Qt resource","submitter":{"id":2,"url":"https://patchwork.libcamera.org/api/people/2/","name":"Laurent Pinchart","email":"laurent.pinchart@ideasonboard.com"},"content":"Hi Show,\n\nThank you for the patch.\n\nOn Fri, Sep 11, 2020 at 04:55:11PM +0800, Show Liu wrote:\n> Add OpenGL fragment and vertex shaders to convert two- and tri-planar\n> YUV formats to RGB. This will be used to accelerate YUV image rendering.\n> \n> Signed-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_f.glsl    | 33 ++++++++++++++++++++\n>  src/qcam/assets/shader/NV_vertex_shader.glsl | 16 ++++++++++\n>  src/qcam/assets/shader/shaders.qrc           |  9 ++++++\n>  src/qcam/meson.build                         |  1 +\n>  6 files changed, 123 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_f.glsl\n>  create mode 100644 src/qcam/assets/shader/NV_vertex_shader.glsl\n>  create mode 100644 src/qcam/assets/shader/shaders.qrc\n> \n> diff --git a/src/qcam/assets/shader/NV_2_planes_UV_f.glsl b/src/qcam/assets/shader/NV_2_planes_UV_f.glsl\n> new file mode 100644\n> index 0000000..80478c5\n> --- /dev/null\n> +++ b/src/qcam/assets/shader/NV_2_planes_UV_f.glsl\n> @@ -0,0 +1,32 @@\n> +/* SPDX-License-Identifier: LGPL-2.1-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\nWould this be more readable ?\n\n\tmat3 yuv2rgb_bt601_mat = mat3(\n\t\tvec3(1.164,  1.164, 1.164),\n\t\tvec3(0.000, -0.392, 2.017),\n\t\tvec3(1.596, -0.813, 0.000)\n\t);\n\nApart from that,\n\nReviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>\n\nIf you're fine with this change I'll handle it when applying the series,\nno need for a v7 just for this.\n\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> +}\n> diff --git a/src/qcam/assets/shader/NV_2_planes_VU_f.glsl b/src/qcam/assets/shader/NV_2_planes_VU_f.glsl\n> new file mode 100644\n> index 0000000..3794be8\n> --- /dev/null\n> +++ b/src/qcam/assets/shader/NV_2_planes_VU_f.glsl\n> @@ -0,0 +1,32 @@\n> +/* SPDX-License-Identifier: LGPL-2.1-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> +}\n> diff --git a/src/qcam/assets/shader/NV_3_planes_f.glsl b/src/qcam/assets/shader/NV_3_planes_f.glsl\n> new file mode 100644\n> index 0000000..fca9b65\n> --- /dev/null\n> +++ b/src/qcam/assets/shader/NV_3_planes_f.glsl\n> @@ -0,0 +1,33 @@\n> +/* SPDX-License-Identifier: LGPL-2.1-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> +}\n> diff --git a/src/qcam/assets/shader/NV_vertex_shader.glsl b/src/qcam/assets/shader/NV_vertex_shader.glsl\n> new file mode 100644\n> index 0000000..12e791e\n> --- /dev/null\n> +++ b/src/qcam/assets/shader/NV_vertex_shader.glsl\n> @@ -0,0 +1,16 @@\n> +/* SPDX-License-Identifier: LGPL-2.1-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> +}\n> diff --git a/src/qcam/assets/shader/shaders.qrc b/src/qcam/assets/shader/shaders.qrc\n> new file mode 100644\n> index 0000000..33eab27\n> --- /dev/null\n> +++ b/src/qcam/assets/shader/shaders.qrc\n> @@ -0,0 +1,9 @@\n> +<!-- SPDX-License-Identifier: LGPL-2.1-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_f.glsl</file>\n> +</qresource>\n> +</RCC>\n> diff --git a/src/qcam/meson.build b/src/qcam/meson.build\n> index 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')","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 83111C3B5B\n\tfor <parsemail@patchwork.libcamera.org>;\n\tSat, 12 Sep 2020 01:20:46 +0000 (UTC)","from lancelot.ideasonboard.com (localhost [IPv6:::1])\n\tby lancelot.ideasonboard.com (Postfix) with ESMTP id 13D2A62C43;\n\tSat, 12 Sep 2020 03:20:46 +0200 (CEST)","from perceval.ideasonboard.com (perceval.ideasonboard.com\n\t[IPv6:2001:4b98:dc2:55:216:3eff:fef7:d647])\n\tby lancelot.ideasonboard.com (Postfix) with ESMTPS id 5DFDD62C43\n\tfor <libcamera-devel@lists.libcamera.org>;\n\tSat, 12 Sep 2020 03:20:44 +0200 (CEST)","from pendragon.ideasonboard.com (62-78-145-57.bb.dnainternet.fi\n\t[62.78.145.57])\n\tby perceval.ideasonboard.com (Postfix) with ESMTPSA id CEF4826B;\n\tSat, 12 Sep 2020 03:20:43 +0200 (CEST)"],"Authentication-Results":"lancelot.ideasonboard.com;\n\tdkim=fail reason=\"signature verification failed\" (1024-bit key;\n\tunprotected) header.d=ideasonboard.com header.i=@ideasonboard.com\n\theader.b=\"dfvXRpc+\"; dkim-atps=neutral","DKIM-Signature":"v=1; a=rsa-sha256; c=relaxed/simple; d=ideasonboard.com;\n\ts=mail; t=1599873644;\n\tbh=iCpVpnDZobYWC+cPwX56HXuhR+fy7Xp7FpyOKPbuIE8=;\n\th=Date:From:To:Cc:Subject:References:In-Reply-To:From;\n\tb=dfvXRpc+GfPZzdBtEz5tBM80jGRQc7GwVGyBRaxHZBF2ux4vEsklN0bakWNBhP8cb\n\taQ8b6Uh77WbpfkytR6HmeAXwdmGT0bgb2hLmhaGxnx8Telhxs1ilN+TZSyvTife2XV\n\tWqa8kU/wGwY/dFYOK7iWyIh1pEJkpnxgJNmOkHpY=","Date":"Sat, 12 Sep 2020 04:20:15 +0300","From":"Laurent Pinchart <laurent.pinchart@ideasonboard.com>","To":"Show Liu <show.liu@linaro.org>","Message-ID":"<20200912012015.GK6808@pendragon.ideasonboard.com>","References":"<20200911085514.30021-1-show.liu@linaro.org>\n\t<20200911085514.30021-2-show.liu@linaro.org>","MIME-Version":"1.0","Content-Disposition":"inline","In-Reply-To":"<20200911085514.30021-2-show.liu@linaro.org>","Subject":"Re: [libcamera-devel] [PATCH v6 1/4] qcam: add OpenGL shader code\n\tas Qt resource","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":"libcamera-devel@lists.libcamera.org","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>"}},{"id":12468,"web_url":"https://patchwork.libcamera.org/comment/12468/","msgid":"<CA+yuoHqnUYv2oGpX8QiFTXL0ZaF2aCo2VJKCOcDz1esSpMChPA@mail.gmail.com>","date":"2020-09-12T08:00:47","subject":"Re: [libcamera-devel] [PATCH v6 1/4] qcam: add OpenGL shader code\n\tas Qt resource","submitter":{"id":24,"url":"https://patchwork.libcamera.org/api/people/24/","name":"Show Liu","email":"show.liu@linaro.org"},"content":"Hi Laurent,\n\n\n\nLaurent Pinchart <laurent.pinchart@ideasonboard.com> 於 2020年9月12日 週六 上午9:20\n寫道：\n\n> Hi Show,\n>\n> Thank you for the patch.\n>\n> On Fri, Sep 11, 2020 at 04:55:11PM +0800, Show Liu wrote:\n> > Add OpenGL fragment and vertex shaders to convert two- and tri-planar\n> > YUV formats to RGB. This will be used to accelerate YUV image rendering.\n> >\n> > Signed-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_f.glsl    | 33 ++++++++++++++++++++\n> >  src/qcam/assets/shader/NV_vertex_shader.glsl | 16 ++++++++++\n> >  src/qcam/assets/shader/shaders.qrc           |  9 ++++++\n> >  src/qcam/meson.build                         |  1 +\n> >  6 files changed, 123 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_f.glsl\n> >  create mode 100644 src/qcam/assets/shader/NV_vertex_shader.glsl\n> >  create mode 100644 src/qcam/assets/shader/shaders.qrc\n> >\n> > diff --git a/src/qcam/assets/shader/NV_2_planes_UV_f.glsl\n> b/src/qcam/assets/shader/NV_2_planes_UV_f.glsl\n> > new file mode 100644\n> > index 0000000..80478c5\n> > --- /dev/null\n> > +++ b/src/qcam/assets/shader/NV_2_planes_UV_f.glsl\n> > @@ -0,0 +1,32 @@\n> > +/* SPDX-License-Identifier: LGPL-2.1-or-later */\n> > +/*\n> > + * Copyright (C) 2020, Linaro\n> > + *\n> > + * NV_2_planes_UV_f.glsl - Fragment shader code for NV12, NV16 and NV24\n> 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> > +     vec3 yuv;\n> > +     vec3 rgb;\n> > +     mat3 yuv2rgb_bt601_mat = mat3(\n> > +                                   vec3(1.164,  1.164, 1.164),\n> > +                                   vec3(0.000, -0.392, 2.017),\n> > +                                   vec3(1.596, -0.813, 0.000)\n> > +                              );\n>\n> Would this be more readable ?\n>\n>         mat3 yuv2rgb_bt601_mat = mat3(\n>                 vec3(1.164,  1.164, 1.164),\n>                 vec3(0.000, -0.392, 2.017),\n>                 vec3(1.596, -0.813, 0.000)\n>         );\n>\n> Apart from that,\n>\n> Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>\n>\n> If you're fine with this change I'll handle it when applying the series,\n> no need for a v7 just for this.\n>\nSure. Please go ahead.\n\nThanks,\nShow\n\n\n> > +\n> > +     yuv.x = texture2D(tex_y, textureOut).r - 0.063;\n> > +     yuv.y = texture2D(tex_u, textureOut).r - 0.500;\n> > +     yuv.z = texture2D(tex_u, textureOut).g - 0.500;\n> > +\n> > +     rgb = yuv2rgb_bt601_mat * yuv;\n> > +     gl_FragColor = vec4(rgb, 1.0);\n> > +}\n> > diff --git a/src/qcam/assets/shader/NV_2_planes_VU_f.glsl\n> b/src/qcam/assets/shader/NV_2_planes_VU_f.glsl\n> > new file mode 100644\n> > index 0000000..3794be8\n> > --- /dev/null\n> > +++ b/src/qcam/assets/shader/NV_2_planes_VU_f.glsl\n> > @@ -0,0 +1,32 @@\n> > +/* SPDX-License-Identifier: LGPL-2.1-or-later */\n> > +/*\n> > + * Copyright (C) 2020, Linaro\n> > + *\n> > + * NV_2_planes_VU_f.glsl - Fragment shader code for NV21, NV61 and NV42\n> 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> > +     vec3 yuv;\n> > +     vec3 rgb;\n> > +     mat3 yuv2rgb_bt601_mat = mat3(\n> > +                                   vec3(1.164,  1.164, 1.164),\n> > +                                   vec3(0.000, -0.392, 2.017),\n> > +                                   vec3(1.596, -0.813, 0.000)\n> > +                              );\n> > +\n> > +     yuv.x = texture2D(tex_y, textureOut).r - 0.063;\n> > +     yuv.y = texture2D(tex_u, textureOut).g - 0.500;\n> > +     yuv.z = texture2D(tex_u, textureOut).r - 0.500;\n> > +\n> > +     rgb = yuv2rgb_bt601_mat * yuv;\n> > +     gl_FragColor = vec4(rgb, 1.0);\n> > +}\n> > diff --git a/src/qcam/assets/shader/NV_3_planes_f.glsl\n> b/src/qcam/assets/shader/NV_3_planes_f.glsl\n> > new file mode 100644\n> > index 0000000..fca9b65\n> > --- /dev/null\n> > +++ b/src/qcam/assets/shader/NV_3_planes_f.glsl\n> > @@ -0,0 +1,33 @@\n> > +/* SPDX-License-Identifier: LGPL-2.1-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> > +     vec3 yuv;\n> > +     vec3 rgb;\n> > +     mat3 yuv2rgb_bt601_mat = mat3(\n> > +                                   vec3(1.164,  1.164, 1.164),\n> > +                                   vec3(0.000, -0.392, 2.017),\n> > +                                   vec3(1.596, -0.813, 0.000)\n> > +                              );\n> > +\n> > +     yuv.x = texture2D(tex_y, textureOut).r - 0.063;\n> > +     yuv.y = texture2D(tex_u, textureOut).r - 0.500;\n> > +     yuv.z = texture2D(tex_v, textureOut).r - 0.500;\n> > +\n> > +     rgb = yuv2rgb_bt601_mat * yuv;\n> > +     gl_FragColor = vec4(rgb, 1.0);\n> > +}\n> > diff --git a/src/qcam/assets/shader/NV_vertex_shader.glsl\n> b/src/qcam/assets/shader/NV_vertex_shader.glsl\n> > new file mode 100644\n> > index 0000000..12e791e\n> > --- /dev/null\n> > +++ b/src/qcam/assets/shader/NV_vertex_shader.glsl\n> > @@ -0,0 +1,16 @@\n> > +/* SPDX-License-Identifier: LGPL-2.1-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> > +     gl_Position = vertexIn;\n> > +     textureOut = textureIn;\n> > +}\n> > diff --git a/src/qcam/assets/shader/shaders.qrc\n> b/src/qcam/assets/shader/shaders.qrc\n> > new file mode 100644\n> > index 0000000..33eab27\n> > --- /dev/null\n> > +++ b/src/qcam/assets/shader/shaders.qrc\n> > @@ -0,0 +1,9 @@\n> > +<!-- SPDX-License-Identifier: LGPL-2.1-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_f.glsl</file>\n> > +</qresource>\n> > +</RCC>\n> > diff --git a/src/qcam/meson.build b/src/qcam/meson.build\n> > index 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>\n> --\n> Regards,\n>\n> Laurent Pinchart\n>","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 B467AC3B5B\n\tfor <parsemail@patchwork.libcamera.org>;\n\tSat, 12 Sep 2020 08:01:02 +0000 (UTC)","from 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