Message ID | 20250824-b4-v0-5-2-gpuisp-v2-a-v2-25-96f4576c814e@linaro.org |
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State | New |
Headers | show |
Series |
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Related | show |
Hey, really exciting to see this working and performing so well already! While looking over the code I spotted a few issues - which may explain why some people have been reporting seeing tearing/glitches - and got some ideas how to further reduce overhead / improve performance, see below. On 24.08.25 02:48, Bryan O'Donoghue wrote: > Add a class to run the existing glsl debayer shaders on a GBM surface. > > Signed-off-by: Bryan O'Donoghue<bryan.odonoghue@linaro.org> > > libcamera: software_isp: debayer_egl: Extend logic to enable application of softISP RGB debayer params > > The existing SoftISP calculates RGB gain values as a lookup table of 256 > values which shifts for each frame depending on the required correction. > > We can pass the required tables into the debayer shaders as textures, one > texture for R, G and B respectively. > > The debayer shader will do its debayer interpolation and then if the > appropriate define is specified use the calculated R, G and B values as > indexes into our bayer colour gain table. > > Signed-off-by: Bryan O'Donoghue<bryan.odonoghue@linaro.org> > --- > src/libcamera/software_isp/debayer_egl.cpp | 628 +++++++++++++++++++++++++++++ > src/libcamera/software_isp/debayer_egl.h | 171 ++++++++ > src/libcamera/software_isp/meson.build | 8 + > 3 files changed, 807 insertions(+) > > diff --git a/src/libcamera/software_isp/debayer_egl.cpp b/src/libcamera/software_isp/debayer_egl.cpp > new file mode 100644 > index 0000000000000000000000000000000000000000..3932044a231ad8348f011369396556c5ad230ff6 > --- /dev/null > +++ b/src/libcamera/software_isp/debayer_egl.cpp > @@ -0,0 +1,628 @@ > +/* SPDX-License-Identifier: LGPL-2.1-or-later */ > +/* > + * Copyright (C) 2024, Linaro Ltd. > + * > + * Authors: > + * Bryan O'Donoghue<bryan.odonoghue@linaro.org> > + * > + * debayer_cpu.cpp - EGL based debayering class > + */ > + > +#include <math.h> > +#include <stdlib.h> > +#include <time.h> > + > +#include <libcamera/formats.h> > + > +#include "libcamera/internal/glsl_shaders.h" > +#include "debayer_egl.h" > + > +namespace libcamera { > + > +DebayerEGL::DebayerEGL(std::unique_ptr<SwStatsCpu> stats) > + : Debayer(), stats_(std::move(stats)) > +{ > + eglImageBayerIn_ = eglImageBayerOut_= eglImageRedLookup_ = eglImageBlueLookup_ = eglImageGreenLookup_ = NULL; > +} > + > +DebayerEGL::~DebayerEGL() > +{ > + if (eglImageBlueLookup_) > + delete eglImageBlueLookup_; > + > + if (eglImageGreenLookup_) > + delete eglImageGreenLookup_; > + > + if (eglImageRedLookup_) > + delete eglImageRedLookup_; > + > + if (eglImageBayerOut_) > + delete eglImageBayerOut_; > + > + if (eglImageBayerIn_) > + delete eglImageBayerIn_; > +} > + > +int DebayerEGL::getInputConfig(PixelFormat inputFormat, DebayerInputConfig &config) > +{ > + BayerFormat bayerFormat = > + BayerFormat::fromPixelFormat(inputFormat); > + > + if ((bayerFormat.bitDepth == 8 || bayerFormat.bitDepth == 10) && > + bayerFormat.packing == BayerFormat::Packing::None && > + isStandardBayerOrder(bayerFormat.order)) { > + config.bpp = (bayerFormat.bitDepth + 7) & ~7; > + config.patternSize.width = 2; > + config.patternSize.height = 2; > + config.outputFormats = std::vector<PixelFormat>({ formats::XRGB8888, > + formats::ARGB8888, > + formats::XBGR8888, > + formats::ABGR8888 }); > + return 0; > + } > + > + if (bayerFormat.bitDepth == 10 && > + bayerFormat.packing == BayerFormat::Packing::CSI2 && > + isStandardBayerOrder(bayerFormat.order)) { > + config.bpp = 10; > + config.patternSize.width = 4; /* 5 bytes per *4* pixels */ > + config.patternSize.height = 2; > + config.outputFormats = std::vector<PixelFormat>({ formats::XRGB8888, > + formats::ARGB8888, > + formats::XBGR8888, > + formats::ABGR8888 }); > + return 0; > + } > + > + LOG(Debayer, Error) > + << "Unsupported input format " << inputFormat.toString(); > + > + return -EINVAL; > +} > + > +int DebayerEGL::getOutputConfig(PixelFormat outputFormat, DebayerOutputConfig &config) > +{ > + if (outputFormat == formats::XRGB8888 || outputFormat == formats::ARGB8888 || > + outputFormat == formats::XBGR8888 || outputFormat == formats::ABGR8888) { > + config.bpp = 32; > + return 0; > + } > + > + LOG(Debayer, Error) > + << "Unsupported output format " << outputFormat.toString(); > + > + return -EINVAL; > +} > + > +int DebayerEGL::getShaderVariableLocations(void) > +{ > + attributeVertex_ = glGetAttribLocation(programId_, "vertexIn"); > + attributeTexture_ = glGetAttribLocation(programId_, "textureIn"); > + > + textureUniformBayerDataIn_ = glGetUniformLocation(programId_, "tex_y"); > + textureUniformRedLookupDataIn_ = glGetUniformLocation(programId_, "red_param"); > + textureUniformGreenLookupDataIn_ = glGetUniformLocation(programId_, "green_param"); > + textureUniformBlueLookupDataIn_ = glGetUniformLocation(programId_, "blue_param"); > + ccmUniformDataIn_ = glGetUniformLocation(programId_, "ccm"); > + > + textureUniformStep_ = glGetUniformLocation(programId_, "tex_step"); > + textureUniformSize_ = glGetUniformLocation(programId_, "tex_size"); > + textureUniformStrideFactor_ = glGetUniformLocation(programId_, "stride_factor"); > + textureUniformBayerFirstRed_ = glGetUniformLocation(programId_, "tex_bayer_first_red"); > + textureUniformProjMatrix_ = glGetUniformLocation(programId_, "proj_matrix"); > + > + LOG(Debayer, Debug) << "vertexIn " << attributeVertex_ << " textureIn " << attributeTexture_ > + << " tex_y " << textureUniformBayerDataIn_ > + << " red_param " << textureUniformRedLookupDataIn_ > + << " green_param " << textureUniformGreenLookupDataIn_ > + << " blue_param " << textureUniformBlueLookupDataIn_ > + << " ccm " << ccmUniformDataIn_ > + << " tex_step " << textureUniformStep_ > + << " tex_size " << textureUniformSize_ > + << " stride_factor " << textureUniformStrideFactor_ > + << " tex_bayer_first_red " << textureUniformBayerFirstRed_ > + << " proj_matrix " << textureUniformProjMatrix_; > + return 0; > +} > + > +int DebayerEGL::initBayerShaders(PixelFormat inputFormat, PixelFormat outputFormat) > +{ > + std::vector<std::string> shaderEnv; > + unsigned int fragmentShaderDataLen; > + unsigned char *fragmentShaderData; > + unsigned int vertexShaderDataLen; > + unsigned char *vertexShaderData; > + GLenum err; > + > + // Target gles 100 glsl requires "#version x" as first directive in shader > + egl_.pushEnv(shaderEnv, "#version 100"); > + > + // Specify GL_OES_EGL_image_external > + egl_.pushEnv(shaderEnv, "#extension GL_OES_EGL_image_external: enable"); > + > + // Tell shaders how to re-order output taking account of how the > + // pixels are actually stored by GBM > + switch (outputFormat) { > + case formats::ARGB8888: > + case formats::XRGB8888: > + break; > + case formats::ABGR8888: > + case formats::XBGR8888: > + egl_.pushEnv(shaderEnv, "#define SWAP_BLUE"); > + break; > + default: > + goto invalid_fmt; > + } > + > + // Pixel location parameters > + glFormat_ = GL_LUMINANCE; > + bytesPerPixel_ = 1; > + switch (inputFormat) { > + case libcamera::formats::SBGGR8: > + case libcamera::formats::SBGGR10_CSI2P: > + case libcamera::formats::SBGGR12_CSI2P: > + firstRed_x_ = 1.0; > + firstRed_y_ = 1.0; > + break; > + case libcamera::formats::SGBRG8: > + case libcamera::formats::SGBRG10_CSI2P: > + case libcamera::formats::SGBRG12_CSI2P: > + firstRed_x_ = 0.0; > + firstRed_y_ = 1.0; > + break; > + case libcamera::formats::SGRBG8: > + case libcamera::formats::SGRBG10_CSI2P: > + case libcamera::formats::SGRBG12_CSI2P: > + firstRed_x_ = 1.0; > + firstRed_y_ = 0.0; > + break; > + case libcamera::formats::SRGGB8: > + case libcamera::formats::SRGGB10_CSI2P: > + case libcamera::formats::SRGGB12_CSI2P: > + firstRed_x_ = 0.0; > + firstRed_y_ = 0.0; > + break; > + default: > + goto invalid_fmt; > + break; > + }; > + > + // Shader selection > + switch (inputFormat) { > + case libcamera::formats::SBGGR8: > + case libcamera::formats::SGBRG8: > + case libcamera::formats::SGRBG8: > + case libcamera::formats::SRGGB8: > + fragmentShaderData = bayer_unpacked_frag; > + fragmentShaderDataLen = bayer_unpacked_frag_len; > + vertexShaderData = bayer_unpacked_vert; > + vertexShaderDataLen = bayer_unpacked_vert_len; > + break; > + case libcamera::formats::SBGGR10_CSI2P: > + case libcamera::formats::SGBRG10_CSI2P: > + case libcamera::formats::SGRBG10_CSI2P: > + case libcamera::formats::SRGGB10_CSI2P: > + egl_.pushEnv(shaderEnv, "#define RAW10P"); > + if (BayerFormat::fromPixelFormat(inputFormat).packing == BayerFormat::Packing::None) { > + fragmentShaderData = bayer_unpacked_frag; > + fragmentShaderDataLen = bayer_unpacked_frag_len; > + vertexShaderData = bayer_unpacked_vert; > + vertexShaderDataLen = bayer_unpacked_vert_len; > + glFormat_ = GL_RG; > + bytesPerPixel_ = 2; > + } else { > + fragmentShaderData = bayer_1x_packed_frag; > + fragmentShaderDataLen = bayer_1x_packed_frag_len; > + vertexShaderData = identity_vert; > + vertexShaderDataLen = identity_vert_len; > + } > + break; > + case libcamera::formats::SBGGR12_CSI2P: > + case libcamera::formats::SGBRG12_CSI2P: > + case libcamera::formats::SGRBG12_CSI2P: > + case libcamera::formats::SRGGB12_CSI2P: > + egl_.pushEnv(shaderEnv, "#define RAW12P"); > + if (BayerFormat::fromPixelFormat(inputFormat).packing == BayerFormat::Packing::None) { > + fragmentShaderData = bayer_unpacked_frag; > + fragmentShaderDataLen = bayer_unpacked_frag_len; > + vertexShaderData = bayer_unpacked_vert; > + vertexShaderDataLen = bayer_unpacked_vert_len; > + glFormat_ = GL_RG; > + bytesPerPixel_ = 2; > + } else { > + fragmentShaderData = bayer_1x_packed_frag; > + fragmentShaderDataLen = bayer_1x_packed_frag_len; > + vertexShaderData = identity_vert; > + vertexShaderDataLen = identity_vert_len; > + } > + break; > + default: > + goto invalid_fmt; > + break; > + }; > + > + if (ccmEnabled_) { > + // Run the CCM if available > + egl_.pushEnv(shaderEnv, "#define APPLY_CCM_PARAMETERS"); > + } else { > + // Flag to shaders that we have parameter gain tables > + egl_.pushEnv(shaderEnv, "#define APPLY_RGB_PARAMETERS"); > + } > + > + if (egl_.compileVertexShader(vertexShaderId_, vertexShaderData, vertexShaderDataLen, shaderEnv)) > + goto compile_fail; > + > + if (egl_.compileFragmentShader(fragmentShaderId_, fragmentShaderData, fragmentShaderDataLen, shaderEnv)) > + goto compile_fail; > + > + if (egl_.linkProgram(programId_, vertexShaderId_, fragmentShaderId_)) > + goto link_fail; > + > + egl_.dumpShaderSource(vertexShaderId_); > + egl_.dumpShaderSource(fragmentShaderId_); > + > + /* Ensure we set the programId_ */ > + egl_.useProgram(programId_); > + err = glGetError(); > + if (err != GL_NO_ERROR) > + goto program_fail; > + > + if (getShaderVariableLocations()) > + goto parameters_fail; > + > + return 0; > + > +parameters_fail: > + LOG(Debayer, Error) << "Program parameters fail"; > + return -ENODEV; > + > +program_fail: > + LOG(Debayer, Error) << "Use program error " << err; > + return -ENODEV; > + > +link_fail: > + LOG(Debayer, Error) << "Linking program fail"; > + return -ENODEV; > + > +compile_fail: > + LOG(Debayer, Error) << "Compile debayer shaders fail"; > + return -ENODEV; > + > +invalid_fmt: > + LOG(Debayer, Error) << "Unsupported input output format combination"; > + return -EINVAL; > +} > + > +int DebayerEGL::configure(const StreamConfiguration &inputCfg, > + const std::vector<std::reference_wrapper<StreamConfiguration>> &outputCfgs, > + bool ccmEnabled) > +{ > + GLint maxTextureImageUnits; > + > + if (getInputConfig(inputCfg.pixelFormat, inputConfig_) != 0) > + return -EINVAL; > + > + if (stats_->configure(inputCfg) != 0) > + return -EINVAL; > + > + const Size &stats_pattern_size = stats_->patternSize(); > + if (inputConfig_.patternSize.width != stats_pattern_size.width || > + inputConfig_.patternSize.height != stats_pattern_size.height) { > + LOG(Debayer, Error) > + << "mismatching stats and debayer pattern sizes for " > + << inputCfg.pixelFormat.toString(); > + return -EINVAL; > + } > + > + inputConfig_.stride = inputCfg.stride; > + width_ = inputCfg.size.width; > + height_ = inputCfg.size.height; > + ccmEnabled_ = ccmEnabled; > + > + if (outputCfgs.size() != 1) { > + LOG(Debayer, Error) > + << "Unsupported number of output streams: " > + << outputCfgs.size(); > + return -EINVAL; > + } > + > + if (gbmSurface_.createDevice()) > + return -ENODEV; > + > + if (egl_.initEGLContext(&gbmSurface_)) > + return -ENODEV; > + > + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits); > + > + LOG(Debayer, Debug) << "Available fragment shader texture units " << maxTextureImageUnits; > + > + if (!ccmEnabled && maxTextureImageUnits < DEBAYER_EGL_MIN_SIMPLE_RGB_GAIN_TEXTURE_UNITS) { > + LOG(Debayer, Error) << "Fragment shader texture unit count " << maxTextureImageUnits > + << " required minimum for RGB gain table lookup " << DEBAYER_EGL_MIN_SIMPLE_RGB_GAIN_TEXTURE_UNITS > + << " try using an identity CCM "; > + return -ENODEV; > + } > + > + StreamConfiguration &outputCfg = outputCfgs[0]; > + SizeRange outSizeRange = sizes(inputCfg.pixelFormat, inputCfg.size); > + std::tie(outputConfig_.stride, outputConfig_.frameSize) = > + strideAndFrameSize(outputCfg.pixelFormat, outputCfg.size); > + > + if (!outSizeRange.contains(outputCfg.size) || outputConfig_.stride != outputCfg.stride) { > + LOG(Debayer, Error) > + << "Invalid output size/stride: " > + << "\n " << outputCfg.size << " (" << outSizeRange << ")" > + << "\n " << outputCfg.stride << " (" << outputConfig_.stride << ")"; > + return -EINVAL; > + } > + > + window_.x = ((inputCfg.size.width - outputCfg.size.width) / 2) & > + ~(inputConfig_.patternSize.width - 1); > + window_.y = ((inputCfg.size.height - outputCfg.size.height) / 2) & > + ~(inputConfig_.patternSize.height - 1); > + window_.width = outputCfg.size.width; > + window_.height = outputCfg.size.height; > + > + /* > + * Don't pass x,y from window_ since process() already adjusts for it. > + * But crop the window to 2/3 of its width and height for speedup. > + */ > + stats_->setWindow((window_.size() * 2 / 3).centeredTo(window_.center())); > + > + // Raw bayer input as texture > + eglImageBayerIn_ = new eGLImage(width_, height_, 32, GL_TEXTURE0, 0); > + if (!eglImageBayerIn_) > + return -ENOMEM; > + > + // Only do the RGB lookup table textures if CCM is disabled > + if (!ccmEnabled_) { > + > + /// RGB correction tables as 2d textures > + // eGL doesn't support glTexImage1D so we do a little hack with 2D to compensate > + eglImageRedLookup_ = new eGLImage(DebayerParams::kRGBLookupSize, 1, 32, GL_TEXTURE1, 1); > + if (!eglImageRedLookup_) > + return -ENOMEM; > + > + eglImageGreenLookup_ = new eGLImage(DebayerParams::kRGBLookupSize, 1, 32, GL_TEXTURE2, 2); > + if (!eglImageGreenLookup_) > + return -ENOMEM; > + > + eglImageBlueLookup_ = new eGLImage(DebayerParams::kRGBLookupSize, 1, 32, GL_TEXTURE3, 3); > + if (!eglImageBlueLookup_) > + return -ENOMEM; > + } > + > + eglImageBayerOut_ = new eGLImage(outputCfg.size.width, outputCfg.size.height, 32, outputCfg.stride, GL_TEXTURE4, 4); > + if (!eglImageBayerOut_) > + return -ENOMEM; > + > + if (initBayerShaders(inputCfg.pixelFormat, outputCfg.pixelFormat)) > + return -EINVAL; > + > + return 0; > +} > + > +Size DebayerEGL::patternSize(PixelFormat inputFormat) > +{ > + DebayerEGL::DebayerInputConfig config; > + > + if (getInputConfig(inputFormat, config) != 0) > + return {}; > + > + return config.patternSize; > +} > + > +std::vector<PixelFormat> DebayerEGL::formats(PixelFormat inputFormat) > +{ > + DebayerEGL::DebayerInputConfig config; > + > + if (getInputConfig(inputFormat, config) != 0) > + return std::vector<PixelFormat>(); > + > + return config.outputFormats; > +} > + > +std::tuple<unsigned int, unsigned int> > +DebayerEGL::strideAndFrameSize(const PixelFormat &outputFormat, const Size &size) > +{ > + DebayerEGL::DebayerOutputConfig config; > + > + if (getOutputConfig(outputFormat, config) != 0) > + return std::make_tuple(0, 0); > + > + /* Align stride to 256 bytes as a generic GPU memory access alignment */ > + unsigned int stride = ALIGN_TO(size.width * config.bpp / 8, 256); > + > + return std::make_tuple(stride, stride * size.height); > +} > + > +void DebayerEGL::setShaderVariableValues(void) > +{ > + /* > + * Raw Bayer 8-bit, and packed raw Bayer 10-bit/12-bit formats > + * are stored in a GL_LUMINANCE texture. The texture width is > + * equal to the stride. > + */ > + GLfloat firstRed[] = { firstRed_x_, firstRed_y_ }; > + GLfloat imgSize[] = { (GLfloat)width_, > + (GLfloat)height_ }; > + GLfloat Step[] = { static_cast<float>(bytesPerPixel_) / (inputConfig_.stride - 1), > + 1.0f / (height_ - 1) }; > + GLfloat Stride = 1.0f; > + GLfloat projIdentityMatrix[] = { > + 1, 0, 0, 0, > + 0, 1, 0, 0, > + 0, 0, 1, 0, > + 0, 0, 0, 1 > + }; > + > + // vertexIn - bayer_8.vert > + glEnableVertexAttribArray(attributeVertex_); > + glVertexAttribPointer(attributeVertex_, 2, GL_FLOAT, GL_TRUE, > + 2 * sizeof(GLfloat), vcoordinates); > + > + // textureIn - bayer_8.vert > + glEnableVertexAttribArray(attributeTexture_); > + glVertexAttribPointer(attributeTexture_, 2, GL_FLOAT, GL_TRUE, > + 2 * sizeof(GLfloat), tcoordinates); > + > + // Set the sampler2D to the respective texture unit for each texutre > + // To simultaneously sample multiple textures we need to use multiple > + // texture units > + glUniform1i(textureUniformBayerDataIn_, eglImageBayerIn_->texture_unit_uniform_id_); > + if (!ccmEnabled_) { > + glUniform1i(textureUniformRedLookupDataIn_, eglImageRedLookup_->texture_unit_uniform_id_); > + glUniform1i(textureUniformGreenLookupDataIn_, eglImageGreenLookup_->texture_unit_uniform_id_); > + glUniform1i(textureUniformBlueLookupDataIn_, eglImageBlueLookup_->texture_unit_uniform_id_); > + } > + > + // These values are: > + // firstRed = tex_bayer_first_red - bayer_8.vert > + // imgSize = tex_size - bayer_8.vert > + // step = tex_step - bayer_8.vert > + // Stride = stride_factor identity.vert > + // textureUniformProjMatri = No scaling > + glUniform2fv(textureUniformBayerFirstRed_, 1, firstRed); > + glUniform2fv(textureUniformSize_, 1, imgSize); > + glUniform2fv(textureUniformStep_, 1, Step); > + glUniform1f(textureUniformStrideFactor_, Stride); > + glUniformMatrix4fv(textureUniformProjMatrix_, 1, > + GL_FALSE, projIdentityMatrix); > + > + LOG(Debayer, Debug) << "vertexIn " << attributeVertex_ << " textureIn " << attributeTexture_ > + << " tex_y " << textureUniformBayerDataIn_ > + << " red_param " << textureUniformRedLookupDataIn_ > + << " green_param " << textureUniformGreenLookupDataIn_ > + << " blue_param " << textureUniformBlueLookupDataIn_ > + << " tex_step " << textureUniformStep_ > + << " tex_size " << textureUniformSize_ > + << " stride_factor " << textureUniformStrideFactor_ > + << " tex_bayer_first_red " << textureUniformBayerFirstRed_; > + > + LOG (Debayer, Debug) << "textureUniformY_ = 0 " > + << " firstRed.x " << firstRed[0] > + << " firstRed.y " << firstRed[1] > + << " textureUniformSize_.width " << imgSize[0] > + << " textureUniformSize_.height " << imgSize[1] > + << " textureUniformStep_.x " << Step[0] > + << " textureUniformStep_.y " << Step[1] > + << " textureUniformStrideFactor_ " << Stride > + << " textureUniformProjMatrix_ " << textureUniformProjMatrix_; > + return; > +} > + > +void DebayerEGL::debayerGPU(MappedFrameBuffer &in, MappedFrameBuffer &out, DebayerParams ¶ms) > +{ > + /* eGL context switch */ > + egl_.makeCurrent(); > + > + /* Greate a standard texture input */ > + egl_.createTexture2D(eglImageBayerIn_, glFormat_, inputConfig_.stride / bytesPerPixel_, height_, in.planes()[0].data()); Have you already tried if you can use eglCreateImageKHR() here as well? This texture creation is a bit unfortunate because it forces us to: 1. sync the input/v4l2 dmabuf to CPU 2. map it 3. copy/"upload" the buffer into a newly allocated texture while instead directly importing the buffer, like for the output buffer below, wouldn't need any of that. As dmabuf import is not guaranteed to succeed we'd still need createTexture2D as fallback, however AFAICS createInputDMABufTexture2D() could be altered to using the same parameters - plus the fd, minus the map and converting the GL format to the matching DRM one - and create a equal/similar input texture without copy. > + > + /* Generate the output render framebuffer as render to texture */ > + egl_.createOutputDMABufTexture2D(eglImageBayerOut_, out.getPlaneFD(0)); > + > + /* Select the method we will use for bayer params CCM or params table */ > + if (ccmEnabled_) { > + GLfloat ccm[9] = { > + params.ccm[0][0], params.ccm[0][1], params.ccm[0][2], > + params.ccm[1][0], params.ccm[1][1], params.ccm[1][2], > + params.ccm[2][0], params.ccm[2][1], params.ccm[2][2], > + }; > + glUniformMatrix3fv(ccmUniformDataIn_, 1, GL_FALSE, ccm); > + } else { > + egl_.createTexture2D(eglImageRedLookup_, GL_LUMINANCE, DebayerParams::kRGBLookupSize, 1, ¶ms.red); > + egl_.createTexture2D(eglImageGreenLookup_, GL_LUMINANCE, DebayerParams::kRGBLookupSize, 1, ¶ms.green); > + egl_.createTexture2D(eglImageBlueLookup_, GL_LUMINANCE, DebayerParams::kRGBLookupSize, 1, ¶ms.blue); > + } > + > + setShaderVariableValues(); > + glViewport(0, 0, width_, height_); > + glClear(GL_COLOR_BUFFER_BIT); > + glDrawArrays(GL_TRIANGLE_FAN, 0, DEBAYER_OPENGL_COORDS); > + > + GLenum err = glGetError(); > + if (err != GL_NO_ERROR) { > + LOG(eGL, Error) << "Drawing scene fail " << err; > + } else { > + egl_.syncOutput(); > + } > + > + /* Teardown the output texture */ > + egl_.destroyDMABufTexture(eglImageBayerOut_); Probably a bit early, however: it would be nice to reuse the textures at some point. That's what Wayland compositors do with dmabufs from clients because image creation has quite a bit of overhead and can be avoided if just the buffer content changes (would still need one texture per buffer - i.e. 7/8? in total for the input and output pool). > +} > + > +void DebayerEGL::process(uint32_t frame, FrameBuffer *input, FrameBuffer *output, DebayerParams params) > +{ > + bench_.startFrame(); > + > + std::vector<DmaSyncer> dmaSyncers; > + > + dmaSyncBegin(dmaSyncers, input, output); This wrong now, at least with regards to the output buffer. Note that the sync is only needed for CPU access - so in the future, when debayerGPU() will hopefully only use the GPU while CPU is limited to stats_->processFrame(), we can do something like this: diff --git a/src/libcamera/software_isp/debayer.cpp b/src/libcamera/software_isp/debayer.cpp index c16ce44b1..d277d3b6a 100644 --- a/src/libcamera/software_isp/debayer.cpp +++ b/src/libcamera/software_isp/debayer.cpp @@ -223,8 +223,10 @@ void Debayer::dmaSyncBegin(std::vector<DmaSyncer> &dmaSyncers, FrameBuffer *inpu for (const FrameBuffer::Plane &plane : input->planes()) dmaSyncers.emplace_back(plane.fd, DmaSyncer::SyncType::Read); - for (const FrameBuffer::Plane &plane : output->planes()) - dmaSyncers.emplace_back(plane.fd, DmaSyncer::SyncType::Write); + if (output) { + for (const FrameBuffer::Plane &plane : output->planes()) + dmaSyncers.emplace_back(plane.fd, DmaSyncer::SyncType::Write); + } } /** diff --git a/src/libcamera/software_isp/debayer_egl.cpp b/src/libcamera/software_isp/debayer_egl.cpp index 3932044a2..ded2d27f7 100644 --- a/src/libcamera/software_isp/debayer_egl.cpp +++ b/src/libcamera/software_isp/debayer_egl.cpp @@ -558,8 +558,6 @@ void DebayerEGL::process(uint32_t frame, FrameBuffer *input, FrameBuffer *output std::vector<DmaSyncer> dmaSyncers; - dmaSyncBegin(dmaSyncers, input, output); - setParams(params); /* Copy metadata from the input buffer */ @@ -578,14 +576,14 @@ void DebayerEGL::process(uint32_t frame, FrameBuffer *input, FrameBuffer *output debayerGPU(in, out, params); - dmaSyncers.clear(); - bench_.finishFrame(); metadata.planes()[0].bytesused = out.planes()[0].size(); /* Calculate stats for the whole frame */ + dmaSyncBegin(dmaSyncers, input, nullptr); stats_->processFrame(frame, 0, input); + dmaSyncers.clear(); outputBufferReady.emit(output); inputBufferReady.emit(input); However as long as the input buffer doesn't get directly imported we should at least limit the sync to the input buffer, i.e. do something like: diff --git a/src/libcamera/software_isp/debayer_egl.cpp b/src/libcamera/software_isp/debayer_egl.cpp index 3932044a2..9f251720e 100644 --- a/src/libcamera/software_isp/debayer_egl.cpp +++ b/src/libcamera/software_isp/debayer_egl.cpp @@ -558,7 +558,7 @@ void DebayerEGL::process(uint32_t frame, FrameBuffer *input, FrameBuffer *output std::vector<DmaSyncer> dmaSyncers; - dmaSyncBegin(dmaSyncers, input, output); + dmaSyncBegin(dmaSyncers, input, nullptr); setParams(params); @@ -578,14 +578,13 @@ void DebayerEGL::process(uint32_t frame, FrameBuffer *input, FrameBuffer *output debayerGPU(in, out, params); - dmaSyncers.clear(); - bench_.finishFrame(); metadata.planes()[0].bytesused = out.planes()[0].size(); /* Calculate stats for the whole frame */ stats_->processFrame(frame, 0, input); + dmaSyncers.clear(); outputBufferReady.emit(output); inputBufferReady.emit(input); I'm not quite sure what the write-sync on the output buffer currently does on affected platforms (mainly aarch64), however IIUC it could/should cause a race between the GPU writing to the buffer and the CPU flushing the corresponding caches, potentially overwriting the new data from the GPU with old data from the CPU, explaining glitches people have been reporting. > + > + setParams(params); > + > + /* Copy metadata from the input buffer */ > + FrameMetadata &metadata = output->_d()->metadata(); > + metadata.status = input->metadata().status; > + metadata.sequence = input->metadata().sequence; > + metadata.timestamp = input->metadata().timestamp; > + > + MappedFrameBuffer in(input, MappedFrameBuffer::MapFlag::Read); > + MappedFrameBuffer out(output, MappedFrameBuffer::MapFlag::Write); I wonder whether we can improve how we mmap the buffers here. For the output buffer we should already be able to just use the FrameBuffer, while the input buffer will get mapped in stats_->processFrame() eventually. The kernels page cache should avoid most overhead, however calling dma_buf_mmap() is AFAIK non-negligible and once we actually do read we always trigger pagefaults on the first read after mapping if I'm not mistaken. Judging from Gstreamer and how GST_FD_MEMORY_FLAG_KEEP_MAPPED is used in various cases it'll probably be best to never map the output buffers while always keeping the input buffers read-mapped. In case of dmabufs that shouldn't cause additional sync work or copies (as that's handled by DmaSyncer/DMA_BUF_IOCTL_SYNC), while reducing overhead - mainly syscalls - quite a bit. Maybe we can add some wrapper class for FrameBuffer, similar to MappedFrameBuffer, holding the cached EGL images and mappings as required. So far for now and best regards, Robert > + if (!in.isValid() || !out.isValid()) { > + LOG(Debayer, Error) << "mmap-ing buffer(s) failed"; > + metadata.status = FrameMetadata::FrameError; > + return; > + } > + > + debayerGPU(in, out, params); > + > + dmaSyncers.clear(); > + > + bench_.finishFrame(); > + > + metadata.planes()[0].bytesused = out.planes()[0].size(); > + > + /* Calculate stats for the whole frame */ > + stats_->processFrame(frame, 0, input); > + > + outputBufferReady.emit(output); > + inputBufferReady.emit(input); > +} > + > +void DebayerEGL::stop() > +{ > + egl_.cleanUp(); > +} > + > +SizeRange DebayerEGL::sizes(PixelFormat inputFormat, const Size &inputSize) > +{ > + Size patternSize = this->patternSize(inputFormat); > + unsigned int borderHeight = patternSize.height; > + > + if (patternSize.isNull()) > + return {}; > + > + /* No need for top/bottom border with a pattern height of 2 */ > + if (patternSize.height == 2) > + borderHeight = 0; > + > + /* > + * For debayer interpolation a border is kept around the entire image > + * and the minimum output size is pattern-height x pattern-width. > + */ > + if (inputSize.width < (3 * patternSize.width) || > + inputSize.height < (2 * borderHeight + patternSize.height)) { > + LOG(Debayer, Warning) > + << "Input format size too small: " << inputSize.toString(); > + return {}; > + } > + > + return SizeRange(Size(patternSize.width, patternSize.height), > + Size((inputSize.width - 2 * patternSize.width) & ~(patternSize.width - 1), > + (inputSize.height - 2 * borderHeight) & ~(patternSize.height - 1)), > + patternSize.width, patternSize.height); > +} > + > +} /* namespace libcamera */ > diff --git a/src/libcamera/software_isp/debayer_egl.h b/src/libcamera/software_isp/debayer_egl.h > new file mode 100644 > index 0000000000000000000000000000000000000000..ecb22fcb7f3a7d74c3a605a5351ea5871df24f5d > --- /dev/null > +++ b/src/libcamera/software_isp/debayer_egl.h > @@ -0,0 +1,171 @@ > +/* SPDX-License-Identifier: LGPL-2.1-or-later */ > +/* > + * Copyright (C) 2025, Bryan O'Donoghue. > + * > + * Authors: > + * Bryan O'Donoghue<bryan.odonoghue@linaro.org> > + * > + * debayer_opengl.h - EGL debayer header > + */ > + > +#pragma once > + > +#include <memory> > +#include <stdint.h> > +#include <vector> > + > +#define GL_GLEXT_PROTOTYPES > +#define EGL_EGLEXT_PROTOTYPES > +#include <EGL/egl.h> > +#include <EGL/eglext.h> > +#include <GLES3/gl32.h> > + > +#include <libcamera/base/object.h> > + > +#include "debayer.h" > + > +#include "libcamera/internal/bayer_format.h" > +#include "libcamera/internal/egl.h" > +#include "libcamera/internal/framebuffer.h" > +#include "libcamera/internal/mapped_framebuffer.h" > +#include "libcamera/internal/software_isp/benchmark.h" > +#include "libcamera/internal/software_isp/swstats_cpu.h" > + > +namespace libcamera { > + > +#define DEBAYER_EGL_MIN_SIMPLE_RGB_GAIN_TEXTURE_UNITS 4 > +#define DEBAYER_OPENGL_COORDS 4 > + > +/** > + * \class DebayerEGL > + * \brief Class for debayering using an EGL Shader > + * > + * Implements an EGL shader based debayering solution. > + */ > +class DebayerEGL : public Debayer > +{ > +public: > + /** > + * \brief Constructs a DebayerEGL object. > + * \param[in] stats Pointer to the stats object to use. > + */ > + DebayerEGL(std::unique_ptr<SwStatsCpu> stats); > + ~DebayerEGL(); > + > + /* > + * Setup the Debayer object according to the passed in parameters. > + * Return 0 on success, a negative errno value on failure > + * (unsupported parameters). > + */ > + int configure(const StreamConfiguration &inputCfg, > + const std::vector<std::reference_wrapper<StreamConfiguration>> &outputCfgs, > + bool ccmEnabled); > + > + /* > + * Get width and height at which the bayer-pattern repeats. > + * Return pattern-size or an empty Size for an unsupported inputFormat. > + */ > + Size patternSize(PixelFormat inputFormat); > + > + std::vector<PixelFormat> formats(PixelFormat input); > + std::tuple<unsigned int, unsigned int> strideAndFrameSize(const PixelFormat &outputFormat, const Size &size); > + > + void process(uint32_t frame, FrameBuffer *input, FrameBuffer *output, DebayerParams params); > + void stop(); > + > + /** > + * \brief Get the file descriptor for the statistics. > + * > + * \return the file descriptor pointing to the statistics. > + */ > + const SharedFD &getStatsFD() { return stats_->getStatsFD(); } > + > + /** > + * \brief Get the output frame size. > + * > + * \return The output frame size. > + */ > + unsigned int frameSize() { return outputConfig_.frameSize; } > + > + SizeRange sizes(PixelFormat inputFormat, const Size &inputSize); > + > +private: > + static int getInputConfig(PixelFormat inputFormat, DebayerInputConfig &config); > + static int getOutputConfig(PixelFormat outputFormat, DebayerOutputConfig &config); > + int setupStandardBayerOrder(BayerFormat::Order order); > + void pushEnv(std::vector<std::string> &shaderEnv, const char *str); > + int initBayerShaders(PixelFormat inputFormat, PixelFormat outputFormat); > + int initEGLContext(); > + int generateTextures(); > + int compileShaderProgram(GLuint &shaderId, GLenum shaderType, > + unsigned char *shaderData, int shaderDataLen, > + std::vector<std::string> shaderEnv); > + int linkShaderProgram(void); > + int getShaderVariableLocations(); > + void setShaderVariableValues(void); > + void configureTexture(GLuint &texture); > + void debayerGPU(MappedFrameBuffer &in, MappedFrameBuffer &out, DebayerParams ¶ms); > + > + // Shader program identifiers > + GLuint vertexShaderId_; > + GLuint fragmentShaderId_; > + GLuint programId_; > + enum { > + BAYER_INPUT_INDEX = 0, > + BAYER_OUTPUT_INDEX, > + BAYER_BUF_NUM, > + }; > + > + // Pointer to object representing input texture > + eGLImage *eglImageBayerIn_; > + eGLImage *eglImageBayerOut_; > + > + eGLImage *eglImageRedLookup_; > + eGLImage *eglImageGreenLookup_; > + eGLImage *eglImageBlueLookup_; > + > + // Shader parameters > + float firstRed_x_; > + float firstRed_y_; > + GLint attributeVertex_; > + GLint attributeTexture_; > + GLint textureUniformStep_; > + GLint textureUniformSize_; > + GLint textureUniformStrideFactor_; > + GLint textureUniformBayerFirstRed_; > + GLint textureUniformProjMatrix_; > + > + GLint textureUniformBayerDataIn_; > + > + // These textures will either point to simple RGB gains or to CCM lookup tables > + GLint textureUniformRedLookupDataIn_; > + GLint textureUniformGreenLookupDataIn_; > + GLint textureUniformBlueLookupDataIn_; > + > + // Represent per-frame CCM as a uniform vector of floats 3 x 3 > + GLint ccmUniformDataIn_; > + bool ccmEnabled_; > + > + Rectangle window_; > + std::unique_ptr<SwStatsCpu> stats_; > + eGL egl_; > + GBM gbmSurface_; > + uint32_t width_; > + uint32_t height_; > + GLint glFormat_; > + unsigned int bytesPerPixel_; > + GLfloat vcoordinates[DEBAYER_OPENGL_COORDS][2] = { > + { -1.0f, -1.0f }, > + { -1.0f, +1.0f }, > + { +1.0f, +1.0f }, > + { +1.0f, -1.0f }, > + }; > + GLfloat tcoordinates[DEBAYER_OPENGL_COORDS][2] = { > + { 0.0f, 0.0f }, > + { 0.0f, 1.0f }, > + { 1.0f, 1.0f }, > + { 1.0f, 0.0f }, > + }; > +}; > + > +} /* namespace libcamera */ > diff --git a/src/libcamera/software_isp/meson.build b/src/libcamera/software_isp/meson.build > index 59fa5f02a0a5620fa524d8a171332f04e0f769b2..c61ac7d59d37c5ef49ac67fe74cbcda3d89c30cb 100644 > --- a/src/libcamera/software_isp/meson.build > +++ b/src/libcamera/software_isp/meson.build > @@ -2,6 +2,7 @@ > > softisp_enabled = pipelines.contains('simple') > summary({'SoftISP support' : softisp_enabled}, section : 'Configuration') > +summary({'SoftISP GPU acceleration' : gles_headless_enabled}, section : 'Configuration') > > if not softisp_enabled > subdir_done() > @@ -14,3 +15,10 @@ libcamera_internal_sources += files([ > 'software_isp.cpp', > 'swstats_cpu.cpp', > ]) > + > +if softisp_enabled and gles_headless_enabled > + config_h.set('HAVE_DEBAYER_EGL', 1) > + libcamera_internal_sources += files([ > + 'debayer_egl.cpp', > + ]) > +endif >
Hi Robert, thank you for your analysis. Just my bit of response: Robert Mader <robert.mader@collabora.com> writes: > Hey, > > really exciting to see this working and performing so well already! > > While looking over the code I spotted a few issues - which may explain > why some people have been reporting seeing tearing/glitches - and got > some ideas how to further reduce overhead / improve performance, see below. > > On 24.08.25 02:48, Bryan O'Donoghue wrote: >> Add a class to run the existing glsl debayer shaders on a GBM surface. >> >> Signed-off-by: Bryan O'Donoghue<bryan.odonoghue@linaro.org> >> >> libcamera: software_isp: debayer_egl: Extend logic to enable application of softISP RGB debayer params >> >> The existing SoftISP calculates RGB gain values as a lookup table of 256 >> values which shifts for each frame depending on the required correction. >> >> We can pass the required tables into the debayer shaders as textures, one >> texture for R, G and B respectively. >> >> The debayer shader will do its debayer interpolation and then if the >> appropriate define is specified use the calculated R, G and B values as >> indexes into our bayer colour gain table. >> >> Signed-off-by: Bryan O'Donoghue<bryan.odonoghue@linaro.org> >> --- >> src/libcamera/software_isp/debayer_egl.cpp | 628 +++++++++++++++++++++++++++++ >> src/libcamera/software_isp/debayer_egl.h | 171 ++++++++ >> src/libcamera/software_isp/meson.build | 8 + >> 3 files changed, 807 insertions(+) >> >> diff --git a/src/libcamera/software_isp/debayer_egl.cpp b/src/libcamera/software_isp/debayer_egl.cpp >> new file mode 100644 >> index 0000000000000000000000000000000000000000..3932044a231ad8348f011369396556c5ad230ff6 >> --- /dev/null >> +++ b/src/libcamera/software_isp/debayer_egl.cpp >> @@ -0,0 +1,628 @@ >> +/* SPDX-License-Identifier: LGPL-2.1-or-later */ >> +/* >> + * Copyright (C) 2024, Linaro Ltd. >> + * >> + * Authors: >> + * Bryan O'Donoghue<bryan.odonoghue@linaro.org> >> + * >> + * debayer_cpu.cpp - EGL based debayering class >> + */ >> + >> +#include <math.h> >> +#include <stdlib.h> >> +#include <time.h> >> + >> +#include <libcamera/formats.h> >> + >> +#include "libcamera/internal/glsl_shaders.h" >> +#include "debayer_egl.h" >> + >> +namespace libcamera { >> + >> +DebayerEGL::DebayerEGL(std::unique_ptr<SwStatsCpu> stats) >> + : Debayer(), stats_(std::move(stats)) >> +{ >> + eglImageBayerIn_ = eglImageBayerOut_= eglImageRedLookup_ = eglImageBlueLookup_ = eglImageGreenLookup_ >> = NULL; >> +} >> + >> +DebayerEGL::~DebayerEGL() >> +{ >> + if (eglImageBlueLookup_) >> + delete eglImageBlueLookup_; >> + >> + if (eglImageGreenLookup_) >> + delete eglImageGreenLookup_; >> + >> + if (eglImageRedLookup_) >> + delete eglImageRedLookup_; >> + >> + if (eglImageBayerOut_) >> + delete eglImageBayerOut_; >> + >> + if (eglImageBayerIn_) >> + delete eglImageBayerIn_; >> +} >> + >> +int DebayerEGL::getInputConfig(PixelFormat inputFormat, DebayerInputConfig &config) >> +{ >> + BayerFormat bayerFormat = >> + BayerFormat::fromPixelFormat(inputFormat); >> + >> + if ((bayerFormat.bitDepth == 8 || bayerFormat.bitDepth == 10) && >> + bayerFormat.packing == BayerFormat::Packing::None && >> + isStandardBayerOrder(bayerFormat.order)) { >> + config.bpp = (bayerFormat.bitDepth + 7) & ~7; >> + config.patternSize.width = 2; >> + config.patternSize.height = 2; >> + config.outputFormats = std::vector<PixelFormat>({ formats::XRGB8888, >> + formats::ARGB8888, >> + formats::XBGR8888, >> + formats::ABGR8888 }); >> + return 0; >> + } >> + >> + if (bayerFormat.bitDepth == 10 && >> + bayerFormat.packing == BayerFormat::Packing::CSI2 && >> + isStandardBayerOrder(bayerFormat.order)) { >> + config.bpp = 10; >> + config.patternSize.width = 4; /* 5 bytes per *4* pixels */ >> + config.patternSize.height = 2; >> + config.outputFormats = std::vector<PixelFormat>({ formats::XRGB8888, >> + formats::ARGB8888, >> + formats::XBGR8888, >> + formats::ABGR8888 }); >> + return 0; >> + } >> + >> + LOG(Debayer, Error) >> + << "Unsupported input format " << inputFormat.toString(); >> + >> + return -EINVAL; >> +} >> + >> +int DebayerEGL::getOutputConfig(PixelFormat outputFormat, DebayerOutputConfig &config) >> +{ >> + if (outputFormat == formats::XRGB8888 || outputFormat == formats::ARGB8888 || >> + outputFormat == formats::XBGR8888 || outputFormat == formats::ABGR8888) { >> + config.bpp = 32; >> + return 0; >> + } >> + >> + LOG(Debayer, Error) >> + << "Unsupported output format " << outputFormat.toString(); >> + >> + return -EINVAL; >> +} >> + >> +int DebayerEGL::getShaderVariableLocations(void) >> +{ >> + attributeVertex_ = glGetAttribLocation(programId_, "vertexIn"); >> + attributeTexture_ = glGetAttribLocation(programId_, "textureIn"); >> + >> + textureUniformBayerDataIn_ = glGetUniformLocation(programId_, "tex_y"); >> + textureUniformRedLookupDataIn_ = glGetUniformLocation(programId_, "red_param"); >> + textureUniformGreenLookupDataIn_ = glGetUniformLocation(programId_, "green_param"); >> + textureUniformBlueLookupDataIn_ = glGetUniformLocation(programId_, "blue_param"); >> + ccmUniformDataIn_ = glGetUniformLocation(programId_, "ccm"); >> + >> + textureUniformStep_ = glGetUniformLocation(programId_, "tex_step"); >> + textureUniformSize_ = glGetUniformLocation(programId_, "tex_size"); >> + textureUniformStrideFactor_ = glGetUniformLocation(programId_, "stride_factor"); >> + textureUniformBayerFirstRed_ = glGetUniformLocation(programId_, "tex_bayer_first_red"); >> + textureUniformProjMatrix_ = glGetUniformLocation(programId_, "proj_matrix"); >> + >> + LOG(Debayer, Debug) << "vertexIn " << attributeVertex_ << " textureIn " << attributeTexture_ >> + << " tex_y " << textureUniformBayerDataIn_ >> + << " red_param " << textureUniformRedLookupDataIn_ >> + << " green_param " << textureUniformGreenLookupDataIn_ >> + << " blue_param " << textureUniformBlueLookupDataIn_ >> + << " ccm " << ccmUniformDataIn_ >> + << " tex_step " << textureUniformStep_ >> + << " tex_size " << textureUniformSize_ >> + << " stride_factor " << textureUniformStrideFactor_ >> + << " tex_bayer_first_red " << textureUniformBayerFirstRed_ >> + << " proj_matrix " << textureUniformProjMatrix_; >> + return 0; >> +} >> + >> +int DebayerEGL::initBayerShaders(PixelFormat inputFormat, PixelFormat outputFormat) >> +{ >> + std::vector<std::string> shaderEnv; >> + unsigned int fragmentShaderDataLen; >> + unsigned char *fragmentShaderData; >> + unsigned int vertexShaderDataLen; >> + unsigned char *vertexShaderData; >> + GLenum err; >> + >> + // Target gles 100 glsl requires "#version x" as first directive in shader >> + egl_.pushEnv(shaderEnv, "#version 100"); >> + >> + // Specify GL_OES_EGL_image_external >> + egl_.pushEnv(shaderEnv, "#extension GL_OES_EGL_image_external: enable"); >> + >> + // Tell shaders how to re-order output taking account of how the >> + // pixels are actually stored by GBM >> + switch (outputFormat) { >> + case formats::ARGB8888: >> + case formats::XRGB8888: >> + break; >> + case formats::ABGR8888: >> + case formats::XBGR8888: >> + egl_.pushEnv(shaderEnv, "#define SWAP_BLUE"); >> + break; >> + default: >> + goto invalid_fmt; >> + } >> + >> + // Pixel location parameters >> + glFormat_ = GL_LUMINANCE; >> + bytesPerPixel_ = 1; >> + switch (inputFormat) { >> + case libcamera::formats::SBGGR8: >> + case libcamera::formats::SBGGR10_CSI2P: >> + case libcamera::formats::SBGGR12_CSI2P: >> + firstRed_x_ = 1.0; >> + firstRed_y_ = 1.0; >> + break; >> + case libcamera::formats::SGBRG8: >> + case libcamera::formats::SGBRG10_CSI2P: >> + case libcamera::formats::SGBRG12_CSI2P: >> + firstRed_x_ = 0.0; >> + firstRed_y_ = 1.0; >> + break; >> + case libcamera::formats::SGRBG8: >> + case libcamera::formats::SGRBG10_CSI2P: >> + case libcamera::formats::SGRBG12_CSI2P: >> + firstRed_x_ = 1.0; >> + firstRed_y_ = 0.0; >> + break; >> + case libcamera::formats::SRGGB8: >> + case libcamera::formats::SRGGB10_CSI2P: >> + case libcamera::formats::SRGGB12_CSI2P: >> + firstRed_x_ = 0.0; >> + firstRed_y_ = 0.0; >> + break; >> + default: >> + goto invalid_fmt; >> + break; >> + }; >> + >> + // Shader selection >> + switch (inputFormat) { >> + case libcamera::formats::SBGGR8: >> + case libcamera::formats::SGBRG8: >> + case libcamera::formats::SGRBG8: >> + case libcamera::formats::SRGGB8: >> + fragmentShaderData = bayer_unpacked_frag; >> + fragmentShaderDataLen = bayer_unpacked_frag_len; >> + vertexShaderData = bayer_unpacked_vert; >> + vertexShaderDataLen = bayer_unpacked_vert_len; >> + break; >> + case libcamera::formats::SBGGR10_CSI2P: >> + case libcamera::formats::SGBRG10_CSI2P: >> + case libcamera::formats::SGRBG10_CSI2P: >> + case libcamera::formats::SRGGB10_CSI2P: >> + egl_.pushEnv(shaderEnv, "#define RAW10P"); >> + if (BayerFormat::fromPixelFormat(inputFormat).packing == BayerFormat::Packing::None) { >> + fragmentShaderData = bayer_unpacked_frag; >> + fragmentShaderDataLen = bayer_unpacked_frag_len; >> + vertexShaderData = bayer_unpacked_vert; >> + vertexShaderDataLen = bayer_unpacked_vert_len; >> + glFormat_ = GL_RG; >> + bytesPerPixel_ = 2; >> + } else { >> + fragmentShaderData = bayer_1x_packed_frag; >> + fragmentShaderDataLen = bayer_1x_packed_frag_len; >> + vertexShaderData = identity_vert; >> + vertexShaderDataLen = identity_vert_len; >> + } >> + break; >> + case libcamera::formats::SBGGR12_CSI2P: >> + case libcamera::formats::SGBRG12_CSI2P: >> + case libcamera::formats::SGRBG12_CSI2P: >> + case libcamera::formats::SRGGB12_CSI2P: >> + egl_.pushEnv(shaderEnv, "#define RAW12P"); >> + if (BayerFormat::fromPixelFormat(inputFormat).packing == BayerFormat::Packing::None) { >> + fragmentShaderData = bayer_unpacked_frag; >> + fragmentShaderDataLen = bayer_unpacked_frag_len; >> + vertexShaderData = bayer_unpacked_vert; >> + vertexShaderDataLen = bayer_unpacked_vert_len; >> + glFormat_ = GL_RG; >> + bytesPerPixel_ = 2; >> + } else { >> + fragmentShaderData = bayer_1x_packed_frag; >> + fragmentShaderDataLen = bayer_1x_packed_frag_len; >> + vertexShaderData = identity_vert; >> + vertexShaderDataLen = identity_vert_len; >> + } >> + break; >> + default: >> + goto invalid_fmt; >> + break; >> + }; >> + >> + if (ccmEnabled_) { >> + // Run the CCM if available >> + egl_.pushEnv(shaderEnv, "#define APPLY_CCM_PARAMETERS"); >> + } else { >> + // Flag to shaders that we have parameter gain tables >> + egl_.pushEnv(shaderEnv, "#define APPLY_RGB_PARAMETERS"); >> + } >> + >> + if (egl_.compileVertexShader(vertexShaderId_, vertexShaderData, vertexShaderDataLen, shaderEnv)) >> + goto compile_fail; >> + >> + if (egl_.compileFragmentShader(fragmentShaderId_, fragmentShaderData, fragmentShaderDataLen, >> shaderEnv)) >> + goto compile_fail; >> + >> + if (egl_.linkProgram(programId_, vertexShaderId_, fragmentShaderId_)) >> + goto link_fail; >> + >> + egl_.dumpShaderSource(vertexShaderId_); >> + egl_.dumpShaderSource(fragmentShaderId_); >> + >> + /* Ensure we set the programId_ */ >> + egl_.useProgram(programId_); >> + err = glGetError(); >> + if (err != GL_NO_ERROR) >> + goto program_fail; >> + >> + if (getShaderVariableLocations()) >> + goto parameters_fail; >> + >> + return 0; >> + >> +parameters_fail: >> + LOG(Debayer, Error) << "Program parameters fail"; >> + return -ENODEV; >> + >> +program_fail: >> + LOG(Debayer, Error) << "Use program error " << err; >> + return -ENODEV; >> + >> +link_fail: >> + LOG(Debayer, Error) << "Linking program fail"; >> + return -ENODEV; >> + >> +compile_fail: >> + LOG(Debayer, Error) << "Compile debayer shaders fail"; >> + return -ENODEV; >> + >> +invalid_fmt: >> + LOG(Debayer, Error) << "Unsupported input output format combination"; >> + return -EINVAL; >> +} >> + >> +int DebayerEGL::configure(const StreamConfiguration &inputCfg, >> + const std::vector<std::reference_wrapper<StreamConfiguration>> &outputCfgs, >> + bool ccmEnabled) >> +{ >> + GLint maxTextureImageUnits; >> + >> + if (getInputConfig(inputCfg.pixelFormat, inputConfig_) != 0) >> + return -EINVAL; >> + >> + if (stats_->configure(inputCfg) != 0) >> + return -EINVAL; >> + >> + const Size &stats_pattern_size = stats_->patternSize(); >> + if (inputConfig_.patternSize.width != stats_pattern_size.width || >> + inputConfig_.patternSize.height != stats_pattern_size.height) { >> + LOG(Debayer, Error) >> + << "mismatching stats and debayer pattern sizes for " >> + << inputCfg.pixelFormat.toString(); >> + return -EINVAL; >> + } >> + >> + inputConfig_.stride = inputCfg.stride; >> + width_ = inputCfg.size.width; >> + height_ = inputCfg.size.height; >> + ccmEnabled_ = ccmEnabled; >> + >> + if (outputCfgs.size() != 1) { >> + LOG(Debayer, Error) >> + << "Unsupported number of output streams: " >> + << outputCfgs.size(); >> + return -EINVAL; >> + } >> + >> + if (gbmSurface_.createDevice()) >> + return -ENODEV; >> + >> + if (egl_.initEGLContext(&gbmSurface_)) >> + return -ENODEV; >> + >> + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits); >> + >> + LOG(Debayer, Debug) << "Available fragment shader texture units " << maxTextureImageUnits; >> + >> + if (!ccmEnabled && maxTextureImageUnits < DEBAYER_EGL_MIN_SIMPLE_RGB_GAIN_TEXTURE_UNITS) { >> + LOG(Debayer, Error) << "Fragment shader texture unit count " << maxTextureImageUnits >> + << " required minimum for RGB gain table lookup " << DEBAYER_EGL_MIN_SIMPLE_RGB_GAIN_TEXTURE_UNITS >> + << " try using an identity CCM "; >> + return -ENODEV; >> + } >> + >> + StreamConfiguration &outputCfg = outputCfgs[0]; >> + SizeRange outSizeRange = sizes(inputCfg.pixelFormat, inputCfg.size); >> + std::tie(outputConfig_.stride, outputConfig_.frameSize) = >> + strideAndFrameSize(outputCfg.pixelFormat, outputCfg.size); >> + >> + if (!outSizeRange.contains(outputCfg.size) || outputConfig_.stride != outputCfg.stride) { >> + LOG(Debayer, Error) >> + << "Invalid output size/stride: " >> + << "\n " << outputCfg.size << " (" << outSizeRange << ")" >> + << "\n " << outputCfg.stride << " (" << outputConfig_.stride << ")"; >> + return -EINVAL; >> + } >> + >> + window_.x = ((inputCfg.size.width - outputCfg.size.width) / 2) & >> + ~(inputConfig_.patternSize.width - 1); >> + window_.y = ((inputCfg.size.height - outputCfg.size.height) / 2) & >> + ~(inputConfig_.patternSize.height - 1); >> + window_.width = outputCfg.size.width; >> + window_.height = outputCfg.size.height; >> + >> + /* >> + * Don't pass x,y from window_ since process() already adjusts for it. >> + * But crop the window to 2/3 of its width and height for speedup. >> + */ >> + stats_->setWindow((window_.size() * 2 / 3).centeredTo(window_.center())); >> + >> + // Raw bayer input as texture >> + eglImageBayerIn_ = new eGLImage(width_, height_, 32, GL_TEXTURE0, 0); >> + if (!eglImageBayerIn_) >> + return -ENOMEM; >> + >> + // Only do the RGB lookup table textures if CCM is disabled >> + if (!ccmEnabled_) { >> + >> + /// RGB correction tables as 2d textures >> + // eGL doesn't support glTexImage1D so we do a little hack with 2D to compensate >> + eglImageRedLookup_ = new eGLImage(DebayerParams::kRGBLookupSize, 1, 32, GL_TEXTURE1, 1); >> + if (!eglImageRedLookup_) >> + return -ENOMEM; >> + >> + eglImageGreenLookup_ = new eGLImage(DebayerParams::kRGBLookupSize, 1, 32, GL_TEXTURE2, 2); >> + if (!eglImageGreenLookup_) >> + return -ENOMEM; >> + >> + eglImageBlueLookup_ = new eGLImage(DebayerParams::kRGBLookupSize, 1, 32, GL_TEXTURE3, 3); >> + if (!eglImageBlueLookup_) >> + return -ENOMEM; >> + } >> + >> + eglImageBayerOut_ = new eGLImage(outputCfg.size.width, outputCfg.size.height, 32, outputCfg.stride, >> GL_TEXTURE4, 4); >> + if (!eglImageBayerOut_) >> + return -ENOMEM; >> + >> + if (initBayerShaders(inputCfg.pixelFormat, outputCfg.pixelFormat)) >> + return -EINVAL; >> + >> + return 0; >> +} >> + >> +Size DebayerEGL::patternSize(PixelFormat inputFormat) >> +{ >> + DebayerEGL::DebayerInputConfig config; >> + >> + if (getInputConfig(inputFormat, config) != 0) >> + return {}; >> + >> + return config.patternSize; >> +} >> + >> +std::vector<PixelFormat> DebayerEGL::formats(PixelFormat inputFormat) >> +{ >> + DebayerEGL::DebayerInputConfig config; >> + >> + if (getInputConfig(inputFormat, config) != 0) >> + return std::vector<PixelFormat>(); >> + >> + return config.outputFormats; >> +} >> + >> +std::tuple<unsigned int, unsigned int> >> +DebayerEGL::strideAndFrameSize(const PixelFormat &outputFormat, const Size &size) >> +{ >> + DebayerEGL::DebayerOutputConfig config; >> + >> + if (getOutputConfig(outputFormat, config) != 0) >> + return std::make_tuple(0, 0); >> + >> + /* Align stride to 256 bytes as a generic GPU memory access alignment */ >> + unsigned int stride = ALIGN_TO(size.width * config.bpp / 8, 256); >> + >> + return std::make_tuple(stride, stride * size.height); >> +} >> + >> +void DebayerEGL::setShaderVariableValues(void) >> +{ >> + /* >> + * Raw Bayer 8-bit, and packed raw Bayer 10-bit/12-bit formats >> + * are stored in a GL_LUMINANCE texture. The texture width is >> + * equal to the stride. >> + */ >> + GLfloat firstRed[] = { firstRed_x_, firstRed_y_ }; >> + GLfloat imgSize[] = { (GLfloat)width_, >> + (GLfloat)height_ }; >> + GLfloat Step[] = { static_cast<float>(bytesPerPixel_) / (inputConfig_.stride - 1), >> + 1.0f / (height_ - 1) }; >> + GLfloat Stride = 1.0f; >> + GLfloat projIdentityMatrix[] = { >> + 1, 0, 0, 0, >> + 0, 1, 0, 0, >> + 0, 0, 1, 0, >> + 0, 0, 0, 1 >> + }; >> + >> + // vertexIn - bayer_8.vert >> + glEnableVertexAttribArray(attributeVertex_); >> + glVertexAttribPointer(attributeVertex_, 2, GL_FLOAT, GL_TRUE, >> + 2 * sizeof(GLfloat), vcoordinates); >> + >> + // textureIn - bayer_8.vert >> + glEnableVertexAttribArray(attributeTexture_); >> + glVertexAttribPointer(attributeTexture_, 2, GL_FLOAT, GL_TRUE, >> + 2 * sizeof(GLfloat), tcoordinates); >> + >> + // Set the sampler2D to the respective texture unit for each texutre >> + // To simultaneously sample multiple textures we need to use multiple >> + // texture units >> + glUniform1i(textureUniformBayerDataIn_, eglImageBayerIn_->texture_unit_uniform_id_); >> + if (!ccmEnabled_) { >> + glUniform1i(textureUniformRedLookupDataIn_, eglImageRedLookup_->texture_unit_uniform_id_); >> + glUniform1i(textureUniformGreenLookupDataIn_, eglImageGreenLookup_->texture_unit_uniform_id_); >> + glUniform1i(textureUniformBlueLookupDataIn_, eglImageBlueLookup_->texture_unit_uniform_id_); >> + } >> + >> + // These values are: >> + // firstRed = tex_bayer_first_red - bayer_8.vert >> + // imgSize = tex_size - bayer_8.vert >> + // step = tex_step - bayer_8.vert >> + // Stride = stride_factor identity.vert >> + // textureUniformProjMatri = No scaling >> + glUniform2fv(textureUniformBayerFirstRed_, 1, firstRed); >> + glUniform2fv(textureUniformSize_, 1, imgSize); >> + glUniform2fv(textureUniformStep_, 1, Step); >> + glUniform1f(textureUniformStrideFactor_, Stride); >> + glUniformMatrix4fv(textureUniformProjMatrix_, 1, >> + GL_FALSE, projIdentityMatrix); >> + >> + LOG(Debayer, Debug) << "vertexIn " << attributeVertex_ << " textureIn " << attributeTexture_ >> + << " tex_y " << textureUniformBayerDataIn_ >> + << " red_param " << textureUniformRedLookupDataIn_ >> + << " green_param " << textureUniformGreenLookupDataIn_ >> + << " blue_param " << textureUniformBlueLookupDataIn_ >> + << " tex_step " << textureUniformStep_ >> + << " tex_size " << textureUniformSize_ >> + << " stride_factor " << textureUniformStrideFactor_ >> + << " tex_bayer_first_red " << textureUniformBayerFirstRed_; >> + >> + LOG (Debayer, Debug) << "textureUniformY_ = 0 " >> + << " firstRed.x " << firstRed[0] >> + << " firstRed.y " << firstRed[1] >> + << " textureUniformSize_.width " << imgSize[0] >> + << " textureUniformSize_.height " << imgSize[1] >> + << " textureUniformStep_.x " << Step[0] >> + << " textureUniformStep_.y " << Step[1] >> + << " textureUniformStrideFactor_ " << Stride >> + << " textureUniformProjMatrix_ " << textureUniformProjMatrix_; >> + return; >> +} >> + >> +void DebayerEGL::debayerGPU(MappedFrameBuffer &in, MappedFrameBuffer &out, DebayerParams ¶ms) >> +{ >> + /* eGL context switch */ >> + egl_.makeCurrent(); >> + >> + /* Greate a standard texture input */ >> + egl_.createTexture2D(eglImageBayerIn_, glFormat_, inputConfig_.stride / bytesPerPixel_, height_, >> in.planes()[0].data()); > > Have you already tried if you can use eglCreateImageKHR() here as well? > This texture creation is a bit unfortunate because it forces us to: > > 1. sync the input/v4l2 dmabuf to CPU > 2. map it > 3. copy/"upload" the buffer into a newly allocated texture > > while instead directly importing the buffer, like for the output buffer > below, wouldn't need any of that. > > As dmabuf import is not guaranteed to succeed we'd still need > createTexture2D as fallback, however AFAICS createInputDMABufTexture2D() > could be altered to using the same parameters - plus the fd, minus the > map and converting the GL format to the matching DRM one - and create a > equal/similar input texture without copy. > >> + >> + /* Generate the output render framebuffer as render to texture */ >> + egl_.createOutputDMABufTexture2D(eglImageBayerOut_, out.getPlaneFD(0)); >> + >> + /* Select the method we will use for bayer params CCM or params table */ >> + if (ccmEnabled_) { >> + GLfloat ccm[9] = { >> + params.ccm[0][0], params.ccm[0][1], params.ccm[0][2], >> + params.ccm[1][0], params.ccm[1][1], params.ccm[1][2], >> + params.ccm[2][0], params.ccm[2][1], params.ccm[2][2], >> + }; >> + glUniformMatrix3fv(ccmUniformDataIn_, 1, GL_FALSE, ccm); >> + } else { >> + egl_.createTexture2D(eglImageRedLookup_, GL_LUMINANCE, DebayerParams::kRGBLookupSize, 1, ¶ms.red); >> + egl_.createTexture2D(eglImageGreenLookup_, GL_LUMINANCE, DebayerParams::kRGBLookupSize, 1, >> ¶ms.green); >> + egl_.createTexture2D(eglImageBlueLookup_, GL_LUMINANCE, DebayerParams::kRGBLookupSize, 1, >> ¶ms.blue); >> + } >> + >> + setShaderVariableValues(); >> + glViewport(0, 0, width_, height_); >> + glClear(GL_COLOR_BUFFER_BIT); >> + glDrawArrays(GL_TRIANGLE_FAN, 0, DEBAYER_OPENGL_COORDS); >> + >> + GLenum err = glGetError(); >> + if (err != GL_NO_ERROR) { >> + LOG(eGL, Error) << "Drawing scene fail " << err; >> + } else { >> + egl_.syncOutput(); >> + } >> + >> + /* Teardown the output texture */ >> + egl_.destroyDMABufTexture(eglImageBayerOut_); > Probably a bit early, however: it would be nice to reuse the textures at > some point. That's what Wayland compositors do with dmabufs from clients > because image creation has quite a bit of overhead and can be avoided if > just the buffer content changes (would still need one texture per buffer > - i.e. 7/8? in total for the input and output pool). >> +} >> + >> +void DebayerEGL::process(uint32_t frame, FrameBuffer *input, FrameBuffer *output, DebayerParams params) >> +{ >> + bench_.startFrame(); >> + >> + std::vector<DmaSyncer> dmaSyncers; >> + >> + dmaSyncBegin(dmaSyncers, input, output); > > This wrong now, at least with regards to the output buffer. Note that > the sync is only needed for CPU access - so in the future, when > debayerGPU() will hopefully only use the GPU while CPU is limited to > stats_->processFrame(), we can do something like this: > > diff --git a/src/libcamera/software_isp/debayer.cpp > b/src/libcamera/software_isp/debayer.cpp index c16ce44b1..d277d3b6a > 100644 --- a/src/libcamera/software_isp/debayer.cpp +++ > b/src/libcamera/software_isp/debayer.cpp @@ -223,8 +223,10 @@ void > Debayer::dmaSyncBegin(std::vector<DmaSyncer> &dmaSyncers, FrameBuffer > *inpu for (const FrameBuffer::Plane &plane : input->planes()) > dmaSyncers.emplace_back(plane.fd, DmaSyncer::SyncType::Read); - for > (const FrameBuffer::Plane &plane : output->planes()) - > dmaSyncers.emplace_back(plane.fd, DmaSyncer::SyncType::Write); + if > (output) { + for (const FrameBuffer::Plane &plane : output->planes()) + > dmaSyncers.emplace_back(plane.fd, DmaSyncer::SyncType::Write); + } } /** > diff --git a/src/libcamera/software_isp/debayer_egl.cpp > b/src/libcamera/software_isp/debayer_egl.cpp index 3932044a2..ded2d27f7 > 100644 --- a/src/libcamera/software_isp/debayer_egl.cpp +++ > b/src/libcamera/software_isp/debayer_egl.cpp @@ -558,8 +558,6 @@ void > DebayerEGL::process(uint32_t frame, FrameBuffer *input, FrameBuffer > *output std::vector<DmaSyncer> dmaSyncers; - dmaSyncBegin(dmaSyncers, > input, output); - setParams(params); /* Copy metadata from the input > buffer */ @@ -578,14 +576,14 @@ void DebayerEGL::process(uint32_t frame, > FrameBuffer *input, FrameBuffer *output debayerGPU(in, out, params); - > dmaSyncers.clear(); - bench_.finishFrame(); > metadata.planes()[0].bytesused = out.planes()[0].size(); /* Calculate > stats for the whole frame */ + dmaSyncBegin(dmaSyncers, input, nullptr); > stats_->processFrame(frame, 0, input); + dmaSyncers.clear(); > outputBufferReady.emit(output); inputBufferReady.emit(input); This is mangled (also at https://patchwork.libcamera.org/patch/24208/, so not a problem of my client). > However as long as the input buffer doesn't get directly imported we > should at least limit the sync to the input buffer, i.e. do something like: > > diff --git a/src/libcamera/software_isp/debayer_egl.cpp > b/src/libcamera/software_isp/debayer_egl.cpp > index 3932044a2..9f251720e 100644 > --- a/src/libcamera/software_isp/debayer_egl.cpp > +++ b/src/libcamera/software_isp/debayer_egl.cpp > @@ -558,7 +558,7 @@ void DebayerEGL::process(uint32_t frame, FrameBuffer > *input, FrameBuffer *output > > std::vector<DmaSyncer> dmaSyncers; > > - dmaSyncBegin(dmaSyncers, input, output); > + dmaSyncBegin(dmaSyncers, input, nullptr); In case somebody else tries this: This requires putting a check on nullptr to dmaSyncBegin to prevent a segfault. > setParams(params); > > @@ -578,14 +578,13 @@ void DebayerEGL::process(uint32_t frame, > FrameBuffer *input, FrameBuffer *output > > debayerGPU(in, out, params); > > - dmaSyncers.clear(); > - > bench_.finishFrame(); > > metadata.planes()[0].bytesused = out.planes()[0].size(); > > /* Calculate stats for the whole frame */ > stats_->processFrame(frame, 0, input); > + dmaSyncers.clear(); > > outputBufferReady.emit(output); > inputBufferReady.emit(input); I tried the change and it seems to fix the artefacts I experienced. > I'm not quite sure what the write-sync on the output buffer currently > does on affected platforms (mainly aarch64), however IIUC it > could/should cause a race between the GPU writing to the buffer and the > CPU flushing the corresponding caches, potentially overwriting the new > data from the GPU with old data from the CPU, explaining glitches people > have been reporting. > >> + >> + setParams(params); >> + >> + /* Copy metadata from the input buffer */ >> + FrameMetadata &metadata = output->_d()->metadata(); >> + metadata.status = input->metadata().status; >> + metadata.sequence = input->metadata().sequence; >> + metadata.timestamp = input->metadata().timestamp; >> + >> + MappedFrameBuffer in(input, MappedFrameBuffer::MapFlag::Read); >> + MappedFrameBuffer out(output, MappedFrameBuffer::MapFlag::Write); > > I wonder whether we can improve how we mmap the buffers here. For the > output buffer we should already be able to just use the FrameBuffer, > while the input buffer will get mapped in stats_->processFrame() > eventually. The kernels page cache should avoid most overhead, however > calling dma_buf_mmap() is AFAIK non-negligible and once we actually do > read we always trigger pagefaults on the first read after mapping if I'm > not mistaken. > > Judging from Gstreamer and how GST_FD_MEMORY_FLAG_KEEP_MAPPED is used in > various cases it'll probably be best to never map the output buffers > while always keeping the input buffers read-mapped. In case of dmabufs > that shouldn't cause additional sync work or copies (as that's handled > by DmaSyncer/DMA_BUF_IOCTL_SYNC), while reducing overhead - mainly > syscalls - quite a bit. Maybe we can add some wrapper class for > FrameBuffer, similar to MappedFrameBuffer, holding the cached EGL images > and mappings as required. > > So far for now and best regards, > > Robert > >> + if (!in.isValid() || !out.isValid()) { >> + LOG(Debayer, Error) << "mmap-ing buffer(s) failed"; >> + metadata.status = FrameMetadata::FrameError; >> + return; >> + } >> + >> + debayerGPU(in, out, params); >> + >> + dmaSyncers.clear(); >> + >> + bench_.finishFrame(); >> + >> + metadata.planes()[0].bytesused = out.planes()[0].size(); >> + >> + /* Calculate stats for the whole frame */ >> + stats_->processFrame(frame, 0, input); >> + >> + outputBufferReady.emit(output); >> + inputBufferReady.emit(input); >> +} >> + >> +void DebayerEGL::stop() >> +{ >> + egl_.cleanUp(); >> +} >> + >> +SizeRange DebayerEGL::sizes(PixelFormat inputFormat, const Size &inputSize) >> +{ >> + Size patternSize = this->patternSize(inputFormat); >> + unsigned int borderHeight = patternSize.height; >> + >> + if (patternSize.isNull()) >> + return {}; >> + >> + /* No need for top/bottom border with a pattern height of 2 */ >> + if (patternSize.height == 2) >> + borderHeight = 0; >> + >> + /* >> + * For debayer interpolation a border is kept around the entire image >> + * and the minimum output size is pattern-height x pattern-width. >> + */ >> + if (inputSize.width < (3 * patternSize.width) || >> + inputSize.height < (2 * borderHeight + patternSize.height)) { >> + LOG(Debayer, Warning) >> + << "Input format size too small: " << inputSize.toString(); >> + return {}; >> + } >> + >> + return SizeRange(Size(patternSize.width, patternSize.height), >> + Size((inputSize.width - 2 * patternSize.width) & ~(patternSize.width - 1), >> + (inputSize.height - 2 * borderHeight) & ~(patternSize.height - 1)), >> + patternSize.width, patternSize.height); >> +} >> + >> +} /* namespace libcamera */ >> diff --git a/src/libcamera/software_isp/debayer_egl.h b/src/libcamera/software_isp/debayer_egl.h >> new file mode 100644 >> index 0000000000000000000000000000000000000000..ecb22fcb7f3a7d74c3a605a5351ea5871df24f5d >> --- /dev/null >> +++ b/src/libcamera/software_isp/debayer_egl.h >> @@ -0,0 +1,171 @@ >> +/* SPDX-License-Identifier: LGPL-2.1-or-later */ >> +/* >> + * Copyright (C) 2025, Bryan O'Donoghue. >> + * >> + * Authors: >> + * Bryan O'Donoghue<bryan.odonoghue@linaro.org> >> + * >> + * debayer_opengl.h - EGL debayer header >> + */ >> + >> +#pragma once >> + >> +#include <memory> >> +#include <stdint.h> >> +#include <vector> >> + >> +#define GL_GLEXT_PROTOTYPES >> +#define EGL_EGLEXT_PROTOTYPES >> +#include <EGL/egl.h> >> +#include <EGL/eglext.h> >> +#include <GLES3/gl32.h> >> + >> +#include <libcamera/base/object.h> >> + >> +#include "debayer.h" >> + >> +#include "libcamera/internal/bayer_format.h" >> +#include "libcamera/internal/egl.h" >> +#include "libcamera/internal/framebuffer.h" >> +#include "libcamera/internal/mapped_framebuffer.h" >> +#include "libcamera/internal/software_isp/benchmark.h" >> +#include "libcamera/internal/software_isp/swstats_cpu.h" >> + >> +namespace libcamera { >> + >> +#define DEBAYER_EGL_MIN_SIMPLE_RGB_GAIN_TEXTURE_UNITS 4 >> +#define DEBAYER_OPENGL_COORDS 4 >> + >> +/** >> + * \class DebayerEGL >> + * \brief Class for debayering using an EGL Shader >> + * >> + * Implements an EGL shader based debayering solution. >> + */ >> +class DebayerEGL : public Debayer >> +{ >> +public: >> + /** >> + * \brief Constructs a DebayerEGL object. >> + * \param[in] stats Pointer to the stats object to use. >> + */ >> + DebayerEGL(std::unique_ptr<SwStatsCpu> stats); >> + ~DebayerEGL(); >> + >> + /* >> + * Setup the Debayer object according to the passed in parameters. >> + * Return 0 on success, a negative errno value on failure >> + * (unsupported parameters). >> + */ >> + int configure(const StreamConfiguration &inputCfg, >> + const std::vector<std::reference_wrapper<StreamConfiguration>> &outputCfgs, >> + bool ccmEnabled); >> + >> + /* >> + * Get width and height at which the bayer-pattern repeats. >> + * Return pattern-size or an empty Size for an unsupported inputFormat. >> + */ >> + Size patternSize(PixelFormat inputFormat); >> + >> + std::vector<PixelFormat> formats(PixelFormat input); >> + std::tuple<unsigned int, unsigned int> strideAndFrameSize(const PixelFormat &outputFormat, const Size &size); >> + >> + void process(uint32_t frame, FrameBuffer *input, FrameBuffer *output, DebayerParams params); >> + void stop(); >> + >> + /** >> + * \brief Get the file descriptor for the statistics. >> + * >> + * \return the file descriptor pointing to the statistics. >> + */ >> + const SharedFD &getStatsFD() { return stats_->getStatsFD(); } >> + >> + /** >> + * \brief Get the output frame size. >> + * >> + * \return The output frame size. >> + */ >> + unsigned int frameSize() { return outputConfig_.frameSize; } >> + >> + SizeRange sizes(PixelFormat inputFormat, const Size &inputSize); >> + >> +private: >> + static int getInputConfig(PixelFormat inputFormat, DebayerInputConfig &config); >> + static int getOutputConfig(PixelFormat outputFormat, DebayerOutputConfig &config); >> + int setupStandardBayerOrder(BayerFormat::Order order); >> + void pushEnv(std::vector<std::string> &shaderEnv, const char *str); >> + int initBayerShaders(PixelFormat inputFormat, PixelFormat outputFormat); >> + int initEGLContext(); >> + int generateTextures(); >> + int compileShaderProgram(GLuint &shaderId, GLenum shaderType, >> + unsigned char *shaderData, int shaderDataLen, >> + std::vector<std::string> shaderEnv); >> + int linkShaderProgram(void); >> + int getShaderVariableLocations(); >> + void setShaderVariableValues(void); >> + void configureTexture(GLuint &texture); >> + void debayerGPU(MappedFrameBuffer &in, MappedFrameBuffer &out, DebayerParams ¶ms); >> + >> + // Shader program identifiers >> + GLuint vertexShaderId_; >> + GLuint fragmentShaderId_; >> + GLuint programId_; >> + enum { >> + BAYER_INPUT_INDEX = 0, >> + BAYER_OUTPUT_INDEX, >> + BAYER_BUF_NUM, >> + }; >> + >> + // Pointer to object representing input texture >> + eGLImage *eglImageBayerIn_; >> + eGLImage *eglImageBayerOut_; >> + >> + eGLImage *eglImageRedLookup_; >> + eGLImage *eglImageGreenLookup_; >> + eGLImage *eglImageBlueLookup_; >> + >> + // Shader parameters >> + float firstRed_x_; >> + float firstRed_y_; >> + GLint attributeVertex_; >> + GLint attributeTexture_; >> + GLint textureUniformStep_; >> + GLint textureUniformSize_; >> + GLint textureUniformStrideFactor_; >> + GLint textureUniformBayerFirstRed_; >> + GLint textureUniformProjMatrix_; >> + >> + GLint textureUniformBayerDataIn_; >> + >> + // These textures will either point to simple RGB gains or to CCM lookup tables >> + GLint textureUniformRedLookupDataIn_; >> + GLint textureUniformGreenLookupDataIn_; >> + GLint textureUniformBlueLookupDataIn_; >> + >> + // Represent per-frame CCM as a uniform vector of floats 3 x 3 >> + GLint ccmUniformDataIn_; >> + bool ccmEnabled_; >> + >> + Rectangle window_; >> + std::unique_ptr<SwStatsCpu> stats_; >> + eGL egl_; >> + GBM gbmSurface_; >> + uint32_t width_; >> + uint32_t height_; >> + GLint glFormat_; >> + unsigned int bytesPerPixel_; >> + GLfloat vcoordinates[DEBAYER_OPENGL_COORDS][2] = { >> + { -1.0f, -1.0f }, >> + { -1.0f, +1.0f }, >> + { +1.0f, +1.0f }, >> + { +1.0f, -1.0f }, >> + }; >> + GLfloat tcoordinates[DEBAYER_OPENGL_COORDS][2] = { >> + { 0.0f, 0.0f }, >> + { 0.0f, 1.0f }, >> + { 1.0f, 1.0f }, >> + { 1.0f, 0.0f }, >> + }; >> +}; >> + >> +} /* namespace libcamera */ >> diff --git a/src/libcamera/software_isp/meson.build b/src/libcamera/software_isp/meson.build >> index 59fa5f02a0a5620fa524d8a171332f04e0f769b2..c61ac7d59d37c5ef49ac67fe74cbcda3d89c30cb 100644 >> --- a/src/libcamera/software_isp/meson.build >> +++ b/src/libcamera/software_isp/meson.build >> @@ -2,6 +2,7 @@ >> >> softisp_enabled = pipelines.contains('simple') >> summary({'SoftISP support' : softisp_enabled}, section : 'Configuration') >> +summary({'SoftISP GPU acceleration' : gles_headless_enabled}, section : 'Configuration') >> >> if not softisp_enabled >> subdir_done() >> @@ -14,3 +15,10 @@ libcamera_internal_sources += files([ >> 'software_isp.cpp', >> 'swstats_cpu.cpp', >> ]) >> + >> +if softisp_enabled and gles_headless_enabled >> + config_h.set('HAVE_DEBAYER_EGL', 1) >> + libcamera_internal_sources += files([ >> + 'debayer_egl.cpp', >> + ]) >> +endif >>
On 29/08/2025 11:34, Robert Mader wrote: >> +void DebayerEGL::process(uint32_t frame, FrameBuffer *input, FrameBuffer *output, DebayerParams params) >> +{ >> + bench_.startFrame(); >> + >> + std::vector<DmaSyncer> dmaSyncers; >> + >> + dmaSyncBegin(dmaSyncers, input, output); > > This wrong now, at least with regards to the output buffer. Note that > the sync is only needed for CPU access - so in the future, when > debayerGPU() will hopefully only use the GPU while CPU is limited to > stats_->processFrame(), we can do something like this: > This is something we've discussed in the call. We feed a dma-buf handle into eglCreateImageKHR and then mesa/GPU presumably are responsible for flushing the cache on the now output framebuffer pointed to @ dma-buf handle. To me the "ownership" of the cache flush is with egl when we sync after glDraw(); but, I haven't verified that is so yet. i.e. surely its up to the egl logic to understand a render buffer created with eglCreateImageKHR requires a cache flush when we do eglSync(). I haven't checked the mesa source for this yet. --- bod
To follow up on this: the question whether we can directly import the input buffers nerd-snipped me quite a bit so I gave it a go - and it seems to work, depending on what we get from v4l2 \o/ I have some patches here: https://gitlab.freedesktop.org/rmader/libcamera/-/commits/gpuisp-v2-buffer-import - please feel free to adopt anything from them if you find it useful. The idea is to try dmabuf import first and fall back to the existing upload path if necessary. I tried that branch (with some additional patches, see 1) on four devices: Pixel 3a (qcom/sdm670), OnePlus6 (qcom/sdm845), Librem5 (NXP i.MX8MQ) and the OG PinePhone (Allwinner A64) - the later two being great for benchmarking because if we archive full sensor framerate there - we can probably make it anywhere :P The direct import works on each device for at least one of the sensors - on the PinePhone even for both. On the Pixel 3a and the OnePlus6 the limiting factor is the fact that the not-yet-upstream sensor drivers only offer one mode each, so import fails if that doesn't have a stride matching the alignment requirements of the GPU. (Maybe we can request a certain alignment from V4L2?) On all devices but the PinePhone the output looks correct - on the later there are some artifact visible (same with and without direct import). Apparently one the shaders is not fully correct yet. While testing I didn't see a visible impact of the direct import - the Pixel3a and OP6 already archive full framerate at the modes where direct import succeeds and the Librem5 is CPU limited in either case (2). Avoiding the buffer upload/copy should mostly help with memory bandwidth and delay, so that's not very surprising. Best regards, Robert 1: https://gitlab.freedesktop.org/rmader/libcamera/-/commits/postmarketos-gpuisp 2: As said in the previous mail I *think* we can improve on the CPU overhead quite a bit by eliminating mmap and eglimage creation overhead. Another idea would be to have a worker thread for stats_->processFrame() . As it only reads from the input buffer, it could run in parallel with debayerGPU() to start earlier if the later is busy with e.g. uploading/copying the buffer. On 29.08.25 12:34, Robert Mader wrote: > > Hey, > > really exciting to see this working and performing so well already! > > While looking over the code I spotted a few issues - which may explain > why some people have been reporting seeing tearing/glitches - and got > some ideas how to further reduce overhead / improve performance, see > below. > > -- > Robert Mader > Consultant Software Developer > > Collabora Ltd. > Platinum Building, St John's Innovation Park, Cambridge CB4 0DS, UK > Registered in England & Wales, no. 5513718
On 29.08.25 23:21, Bryan O'Donoghue wrote: > On 29/08/2025 11:34, Robert Mader wrote: >>> +void DebayerEGL::process(uint32_t frame, FrameBuffer *input, >>> FrameBuffer *output, DebayerParams params) >>> +{ >>> + bench_.startFrame(); >>> + >>> + std::vector<DmaSyncer> dmaSyncers; >>> + >>> + dmaSyncBegin(dmaSyncers, input, output); >> >> This wrong now, at least with regards to the output buffer. Note that >> the sync is only needed for CPU access - so in the future, when >> debayerGPU() will hopefully only use the GPU while CPU is limited to >> stats_->processFrame(), we can do something like this: >> > > This is something we've discussed in the call. > > We feed a dma-buf handle into eglCreateImageKHR and then mesa/GPU > presumably are responsible for flushing the cache on the now output > framebuffer pointed to @ dma-buf handle. > > To me the "ownership" of the cache flush is with egl when we sync > after glDraw(); but, I haven't verified that is so yet. > > i.e. surely its up to the egl logic to understand a render buffer > created with eglCreateImageKHR requires a cache flush when we do > eglSync(). > > I haven't checked the mesa source for this yet. AFAIK this is, unfortunately, not correct. To my knowledge (I have worked on this a bit lately, see e.g. 1.) DmaSyncer / DMA_BUF_IOCTL_SYNC (see 2.) is orthogonal to the sync framework used by eglSync() etc. The later is (AFAIK) implemented via dmabuf fences and ties into the whole dma explicit/implicit sync framework (see 3.). DMA_BUF_IOCTL_SYNC in turn is *only* about CPU access - and only matters on certain architectures (notably on aarch64, see 1. - on x86 it's effectively a no-op). Mesa doesn't use DMA_BUF_IOCTL_SYNC at all yet, correctly so. The only places where it possibly *should* use it are software drivers like llvmpipe and lavapipe, as they mmap dmabufs. The cases where issues could occur are probably too niche though - an example would be an app running with llvmpipe rendering buffers from a hardware video decoder - on aarch64. Note that this also means that the swISP is currently missing handling of implicit sync (3.). So if an application uses the buffers with GL, it is currently possible that they get recycled before the client finished all GL operations (if the client doesn't explicitly waits for the GPU to finish - which it normally shouldn't). We discussed that before somewhere - essentially any implementation of an udmabuf buffer pool that wants to compatible with implicit sync needs something like in 4. - additionally to DMA_BUF_IOCTL_SYNC. Regards, Robert 1.:https://gitlab.freedesktop.org/wayland/weston/-/merge_requests/1821 2: https://www.kernel.org/doc/html/latest/driver-api/dma-buf.html#c.dma_buf_sync 3: https://www.kernel.org/doc/html/latest/driver-api/dma-buf.html#c.dma_buf_export_sync_file 4: https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/8540/diffs?commit_id=c5039a68a41cf0e7a60b590581fb92196a4b60de > > --- > bod
On 31.08.25 14:01, Robert Mader wrote: > Note that this also means that the swISP is currently missing handling > of implicit sync (3.). So if an application uses the buffers with GL, > it is currently possible that they get recycled before the client > finished all GL operations (if the client doesn't explicitly waits for > the GPU to finish - which it normally shouldn't). We discussed that > before somewhere - essentially any implementation of an udmabuf buffer > pool that wants to compatible with implicit sync needs something like > in 4. - additionally to DMA_BUF_IOCTL_SYNC. One more comment: the possibility of recycling/overwriting the buffer while a client GL command is still running only applies to DebayerCpu, not DebayerEGL. The later will block in syncOutput()/eglClientWaitSyncKHR(), ensuring correctness (assuming the driver supports implicit sync). Having the buffer pool manage the implicit sync with DMA_BUF_IOCTL_EXPORT_SYNC_FILE, like in the referenced Gst MR (1), would still have a benefit for DebayerEGL by ensuring that we pick a non-busy output buffer - given there is one - avoiding prolonged blocking. AFAICS this should usually improve things when a client is dropping frames during rendering, by improving GPU saturation. But it might depend on the exact scenario, sometimes it might contribute to oversaturation. 1.: https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/8540/diffs?commit_id=c5039a68a41cf0e7a60b590581fb92196a4b60de
On 31.08.25 13:34, Robert Mader wrote: > To follow up on this: the question whether we can directly import the > input buffers nerd-snipped me quite a bit so I gave it a go - and it > seems to work, depending on what we get from v4l2 \o/ > > I have some patches here: > https://gitlab.freedesktop.org/rmader/libcamera/-/commits/gpuisp-v2-buffer-import > - please feel free to adopt anything from them if you find it useful. > > The idea is to try dmabuf import first and fall back to the existing > upload path if necessary. > > I tried that branch (with some additional patches, see 1) on four > devices: Pixel 3a (qcom/sdm670), OnePlus6 (qcom/sdm845), Librem5 (NXP > i.MX8MQ) and the OG PinePhone (Allwinner A64) - the later two being > great for benchmarking because if we archive full sensor framerate > there - we can probably make it anywhere :P > > The direct import works on each device for at least one of the sensors > - on the PinePhone even for both. On the Pixel 3a and the OnePlus6 the > limiting factor is the fact that the not-yet-upstream sensor drivers > only offer one mode each, so import fails if that doesn't have a > stride matching the alignment requirements of the GPU. (Maybe we can > request a certain alignment from V4L2?) To answer myself here: looks like we can request a 256 bytes aligned buffer stride by setting `captureFormat.planes[0].bpl` accordingly (and `captureFormat.planesCount = 1;`) in `SimplePipelineHandler::configure()`, before calling `V4L2VideoDevice::setFormat()`. Unfortunately on my devices (OP6, Pixel 3a, Librem5) the V4L2 drivers ignore the value (which they are free to do according to the spec, see `bytesperline` 1,2). Kernel drivers can be improved though - hopefully. 1: https://www.kernel.org/doc/html/latest/userspace-api/media/v4l/pixfmt-v4l2-mplane.html#c.v4l2_plane_pix_format 2: https://www.kernel.org/doc/html/latest/userspace-api/media/v4l/pixfmt-v4l2.html#c.v4l2_pix_format > > On all devices but the PinePhone the output looks correct - on the > later there are some artifact visible (same with and without direct > import). Apparently one the shaders is not fully correct yet. > > While testing I didn't see a visible impact of the direct import - the > Pixel3a and OP6 already archive full framerate at the modes where > direct import succeeds and the Librem5 is CPU limited in either case > (2). Avoiding the buffer upload/copy should mostly help with memory > bandwidth and delay, so that's not very surprising. > > Best regards, > > Robert > > 1: > https://gitlab.freedesktop.org/rmader/libcamera/-/commits/postmarketos-gpuisp > > 2: As said in the previous mail I *think* we can improve on the CPU > overhead quite a bit by eliminating mmap and eglimage creation > overhead. Another idea would be to have a worker thread for > stats_->processFrame() . As it only reads from the input buffer, it > could run in parallel with debayerGPU() to start earlier if the later > is busy with e.g. uploading/copying the buffer. > > On 29.08.25 12:34, Robert Mader wrote: >> >> Hey, >> >> really exciting to see this working and performing so well already! >> >> While looking over the code I spotted a few issues - which may >> explain why some people have been reporting seeing tearing/glitches - >> and got some ideas how to further reduce overhead / improve >> performance, see below. >> >> -- >> Robert Mader >> Consultant Software Developer >> >> Collabora Ltd. >> Platinum Building, St John's Innovation Park, Cambridge CB4 0DS, UK >> Registered in England & Wales, no. 5513718
diff --git a/src/libcamera/software_isp/debayer_egl.cpp b/src/libcamera/software_isp/debayer_egl.cpp new file mode 100644 index 0000000000000000000000000000000000000000..3932044a231ad8348f011369396556c5ad230ff6 --- /dev/null +++ b/src/libcamera/software_isp/debayer_egl.cpp @@ -0,0 +1,628 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2024, Linaro Ltd. + * + * Authors: + * Bryan O'Donoghue <bryan.odonoghue@linaro.org> + * + * debayer_cpu.cpp - EGL based debayering class + */ + +#include <math.h> +#include <stdlib.h> +#include <time.h> + +#include <libcamera/formats.h> + +#include "libcamera/internal/glsl_shaders.h" +#include "debayer_egl.h" + +namespace libcamera { + +DebayerEGL::DebayerEGL(std::unique_ptr<SwStatsCpu> stats) + : Debayer(), stats_(std::move(stats)) +{ + eglImageBayerIn_ = eglImageBayerOut_= eglImageRedLookup_ = eglImageBlueLookup_ = eglImageGreenLookup_ = NULL; +} + +DebayerEGL::~DebayerEGL() +{ + if (eglImageBlueLookup_) + delete eglImageBlueLookup_; + + if (eglImageGreenLookup_) + delete eglImageGreenLookup_; + + if (eglImageRedLookup_) + delete eglImageRedLookup_; + + if (eglImageBayerOut_) + delete eglImageBayerOut_; + + if (eglImageBayerIn_) + delete eglImageBayerIn_; +} + +int DebayerEGL::getInputConfig(PixelFormat inputFormat, DebayerInputConfig &config) +{ + BayerFormat bayerFormat = + BayerFormat::fromPixelFormat(inputFormat); + + if ((bayerFormat.bitDepth == 8 || bayerFormat.bitDepth == 10) && + bayerFormat.packing == BayerFormat::Packing::None && + isStandardBayerOrder(bayerFormat.order)) { + config.bpp = (bayerFormat.bitDepth + 7) & ~7; + config.patternSize.width = 2; + config.patternSize.height = 2; + config.outputFormats = std::vector<PixelFormat>({ formats::XRGB8888, + formats::ARGB8888, + formats::XBGR8888, + formats::ABGR8888 }); + return 0; + } + + if (bayerFormat.bitDepth == 10 && + bayerFormat.packing == BayerFormat::Packing::CSI2 && + isStandardBayerOrder(bayerFormat.order)) { + config.bpp = 10; + config.patternSize.width = 4; /* 5 bytes per *4* pixels */ + config.patternSize.height = 2; + config.outputFormats = std::vector<PixelFormat>({ formats::XRGB8888, + formats::ARGB8888, + formats::XBGR8888, + formats::ABGR8888 }); + return 0; + } + + LOG(Debayer, Error) + << "Unsupported input format " << inputFormat.toString(); + + return -EINVAL; +} + +int DebayerEGL::getOutputConfig(PixelFormat outputFormat, DebayerOutputConfig &config) +{ + if (outputFormat == formats::XRGB8888 || outputFormat == formats::ARGB8888 || + outputFormat == formats::XBGR8888 || outputFormat == formats::ABGR8888) { + config.bpp = 32; + return 0; + } + + LOG(Debayer, Error) + << "Unsupported output format " << outputFormat.toString(); + + return -EINVAL; +} + +int DebayerEGL::getShaderVariableLocations(void) +{ + attributeVertex_ = glGetAttribLocation(programId_, "vertexIn"); + attributeTexture_ = glGetAttribLocation(programId_, "textureIn"); + + textureUniformBayerDataIn_ = glGetUniformLocation(programId_, "tex_y"); + textureUniformRedLookupDataIn_ = glGetUniformLocation(programId_, "red_param"); + textureUniformGreenLookupDataIn_ = glGetUniformLocation(programId_, "green_param"); + textureUniformBlueLookupDataIn_ = glGetUniformLocation(programId_, "blue_param"); + ccmUniformDataIn_ = glGetUniformLocation(programId_, "ccm"); + + textureUniformStep_ = glGetUniformLocation(programId_, "tex_step"); + textureUniformSize_ = glGetUniformLocation(programId_, "tex_size"); + textureUniformStrideFactor_ = glGetUniformLocation(programId_, "stride_factor"); + textureUniformBayerFirstRed_ = glGetUniformLocation(programId_, "tex_bayer_first_red"); + textureUniformProjMatrix_ = glGetUniformLocation(programId_, "proj_matrix"); + + LOG(Debayer, Debug) << "vertexIn " << attributeVertex_ << " textureIn " << attributeTexture_ + << " tex_y " << textureUniformBayerDataIn_ + << " red_param " << textureUniformRedLookupDataIn_ + << " green_param " << textureUniformGreenLookupDataIn_ + << " blue_param " << textureUniformBlueLookupDataIn_ + << " ccm " << ccmUniformDataIn_ + << " tex_step " << textureUniformStep_ + << " tex_size " << textureUniformSize_ + << " stride_factor " << textureUniformStrideFactor_ + << " tex_bayer_first_red " << textureUniformBayerFirstRed_ + << " proj_matrix " << textureUniformProjMatrix_; + return 0; +} + +int DebayerEGL::initBayerShaders(PixelFormat inputFormat, PixelFormat outputFormat) +{ + std::vector<std::string> shaderEnv; + unsigned int fragmentShaderDataLen; + unsigned char *fragmentShaderData; + unsigned int vertexShaderDataLen; + unsigned char *vertexShaderData; + GLenum err; + + // Target gles 100 glsl requires "#version x" as first directive in shader + egl_.pushEnv(shaderEnv, "#version 100"); + + // Specify GL_OES_EGL_image_external + egl_.pushEnv(shaderEnv, "#extension GL_OES_EGL_image_external: enable"); + + // Tell shaders how to re-order output taking account of how the + // pixels are actually stored by GBM + switch (outputFormat) { + case formats::ARGB8888: + case formats::XRGB8888: + break; + case formats::ABGR8888: + case formats::XBGR8888: + egl_.pushEnv(shaderEnv, "#define SWAP_BLUE"); + break; + default: + goto invalid_fmt; + } + + // Pixel location parameters + glFormat_ = GL_LUMINANCE; + bytesPerPixel_ = 1; + switch (inputFormat) { + case libcamera::formats::SBGGR8: + case libcamera::formats::SBGGR10_CSI2P: + case libcamera::formats::SBGGR12_CSI2P: + firstRed_x_ = 1.0; + firstRed_y_ = 1.0; + break; + case libcamera::formats::SGBRG8: + case libcamera::formats::SGBRG10_CSI2P: + case libcamera::formats::SGBRG12_CSI2P: + firstRed_x_ = 0.0; + firstRed_y_ = 1.0; + break; + case libcamera::formats::SGRBG8: + case libcamera::formats::SGRBG10_CSI2P: + case libcamera::formats::SGRBG12_CSI2P: + firstRed_x_ = 1.0; + firstRed_y_ = 0.0; + break; + case libcamera::formats::SRGGB8: + case libcamera::formats::SRGGB10_CSI2P: + case libcamera::formats::SRGGB12_CSI2P: + firstRed_x_ = 0.0; + firstRed_y_ = 0.0; + break; + default: + goto invalid_fmt; + break; + }; + + // Shader selection + switch (inputFormat) { + case libcamera::formats::SBGGR8: + case libcamera::formats::SGBRG8: + case libcamera::formats::SGRBG8: + case libcamera::formats::SRGGB8: + fragmentShaderData = bayer_unpacked_frag; + fragmentShaderDataLen = bayer_unpacked_frag_len; + vertexShaderData = bayer_unpacked_vert; + vertexShaderDataLen = bayer_unpacked_vert_len; + break; + case libcamera::formats::SBGGR10_CSI2P: + case libcamera::formats::SGBRG10_CSI2P: + case libcamera::formats::SGRBG10_CSI2P: + case libcamera::formats::SRGGB10_CSI2P: + egl_.pushEnv(shaderEnv, "#define RAW10P"); + if (BayerFormat::fromPixelFormat(inputFormat).packing == BayerFormat::Packing::None) { + fragmentShaderData = bayer_unpacked_frag; + fragmentShaderDataLen = bayer_unpacked_frag_len; + vertexShaderData = bayer_unpacked_vert; + vertexShaderDataLen = bayer_unpacked_vert_len; + glFormat_ = GL_RG; + bytesPerPixel_ = 2; + } else { + fragmentShaderData = bayer_1x_packed_frag; + fragmentShaderDataLen = bayer_1x_packed_frag_len; + vertexShaderData = identity_vert; + vertexShaderDataLen = identity_vert_len; + } + break; + case libcamera::formats::SBGGR12_CSI2P: + case libcamera::formats::SGBRG12_CSI2P: + case libcamera::formats::SGRBG12_CSI2P: + case libcamera::formats::SRGGB12_CSI2P: + egl_.pushEnv(shaderEnv, "#define RAW12P"); + if (BayerFormat::fromPixelFormat(inputFormat).packing == BayerFormat::Packing::None) { + fragmentShaderData = bayer_unpacked_frag; + fragmentShaderDataLen = bayer_unpacked_frag_len; + vertexShaderData = bayer_unpacked_vert; + vertexShaderDataLen = bayer_unpacked_vert_len; + glFormat_ = GL_RG; + bytesPerPixel_ = 2; + } else { + fragmentShaderData = bayer_1x_packed_frag; + fragmentShaderDataLen = bayer_1x_packed_frag_len; + vertexShaderData = identity_vert; + vertexShaderDataLen = identity_vert_len; + } + break; + default: + goto invalid_fmt; + break; + }; + + if (ccmEnabled_) { + // Run the CCM if available + egl_.pushEnv(shaderEnv, "#define APPLY_CCM_PARAMETERS"); + } else { + // Flag to shaders that we have parameter gain tables + egl_.pushEnv(shaderEnv, "#define APPLY_RGB_PARAMETERS"); + } + + if (egl_.compileVertexShader(vertexShaderId_, vertexShaderData, vertexShaderDataLen, shaderEnv)) + goto compile_fail; + + if (egl_.compileFragmentShader(fragmentShaderId_, fragmentShaderData, fragmentShaderDataLen, shaderEnv)) + goto compile_fail; + + if (egl_.linkProgram(programId_, vertexShaderId_, fragmentShaderId_)) + goto link_fail; + + egl_.dumpShaderSource(vertexShaderId_); + egl_.dumpShaderSource(fragmentShaderId_); + + /* Ensure we set the programId_ */ + egl_.useProgram(programId_); + err = glGetError(); + if (err != GL_NO_ERROR) + goto program_fail; + + if (getShaderVariableLocations()) + goto parameters_fail; + + return 0; + +parameters_fail: + LOG(Debayer, Error) << "Program parameters fail"; + return -ENODEV; + +program_fail: + LOG(Debayer, Error) << "Use program error " << err; + return -ENODEV; + +link_fail: + LOG(Debayer, Error) << "Linking program fail"; + return -ENODEV; + +compile_fail: + LOG(Debayer, Error) << "Compile debayer shaders fail"; + return -ENODEV; + +invalid_fmt: + LOG(Debayer, Error) << "Unsupported input output format combination"; + return -EINVAL; +} + +int DebayerEGL::configure(const StreamConfiguration &inputCfg, + const std::vector<std::reference_wrapper<StreamConfiguration>> &outputCfgs, + bool ccmEnabled) +{ + GLint maxTextureImageUnits; + + if (getInputConfig(inputCfg.pixelFormat, inputConfig_) != 0) + return -EINVAL; + + if (stats_->configure(inputCfg) != 0) + return -EINVAL; + + const Size &stats_pattern_size = stats_->patternSize(); + if (inputConfig_.patternSize.width != stats_pattern_size.width || + inputConfig_.patternSize.height != stats_pattern_size.height) { + LOG(Debayer, Error) + << "mismatching stats and debayer pattern sizes for " + << inputCfg.pixelFormat.toString(); + return -EINVAL; + } + + inputConfig_.stride = inputCfg.stride; + width_ = inputCfg.size.width; + height_ = inputCfg.size.height; + ccmEnabled_ = ccmEnabled; + + if (outputCfgs.size() != 1) { + LOG(Debayer, Error) + << "Unsupported number of output streams: " + << outputCfgs.size(); + return -EINVAL; + } + + if (gbmSurface_.createDevice()) + return -ENODEV; + + if (egl_.initEGLContext(&gbmSurface_)) + return -ENODEV; + + glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits); + + LOG(Debayer, Debug) << "Available fragment shader texture units " << maxTextureImageUnits; + + if (!ccmEnabled && maxTextureImageUnits < DEBAYER_EGL_MIN_SIMPLE_RGB_GAIN_TEXTURE_UNITS) { + LOG(Debayer, Error) << "Fragment shader texture unit count " << maxTextureImageUnits + << " required minimum for RGB gain table lookup " << DEBAYER_EGL_MIN_SIMPLE_RGB_GAIN_TEXTURE_UNITS + << " try using an identity CCM "; + return -ENODEV; + } + + StreamConfiguration &outputCfg = outputCfgs[0]; + SizeRange outSizeRange = sizes(inputCfg.pixelFormat, inputCfg.size); + std::tie(outputConfig_.stride, outputConfig_.frameSize) = + strideAndFrameSize(outputCfg.pixelFormat, outputCfg.size); + + if (!outSizeRange.contains(outputCfg.size) || outputConfig_.stride != outputCfg.stride) { + LOG(Debayer, Error) + << "Invalid output size/stride: " + << "\n " << outputCfg.size << " (" << outSizeRange << ")" + << "\n " << outputCfg.stride << " (" << outputConfig_.stride << ")"; + return -EINVAL; + } + + window_.x = ((inputCfg.size.width - outputCfg.size.width) / 2) & + ~(inputConfig_.patternSize.width - 1); + window_.y = ((inputCfg.size.height - outputCfg.size.height) / 2) & + ~(inputConfig_.patternSize.height - 1); + window_.width = outputCfg.size.width; + window_.height = outputCfg.size.height; + + /* + * Don't pass x,y from window_ since process() already adjusts for it. + * But crop the window to 2/3 of its width and height for speedup. + */ + stats_->setWindow((window_.size() * 2 / 3).centeredTo(window_.center())); + + // Raw bayer input as texture + eglImageBayerIn_ = new eGLImage(width_, height_, 32, GL_TEXTURE0, 0); + if (!eglImageBayerIn_) + return -ENOMEM; + + // Only do the RGB lookup table textures if CCM is disabled + if (!ccmEnabled_) { + + /// RGB correction tables as 2d textures + // eGL doesn't support glTexImage1D so we do a little hack with 2D to compensate + eglImageRedLookup_ = new eGLImage(DebayerParams::kRGBLookupSize, 1, 32, GL_TEXTURE1, 1); + if (!eglImageRedLookup_) + return -ENOMEM; + + eglImageGreenLookup_ = new eGLImage(DebayerParams::kRGBLookupSize, 1, 32, GL_TEXTURE2, 2); + if (!eglImageGreenLookup_) + return -ENOMEM; + + eglImageBlueLookup_ = new eGLImage(DebayerParams::kRGBLookupSize, 1, 32, GL_TEXTURE3, 3); + if (!eglImageBlueLookup_) + return -ENOMEM; + } + + eglImageBayerOut_ = new eGLImage(outputCfg.size.width, outputCfg.size.height, 32, outputCfg.stride, GL_TEXTURE4, 4); + if (!eglImageBayerOut_) + return -ENOMEM; + + if (initBayerShaders(inputCfg.pixelFormat, outputCfg.pixelFormat)) + return -EINVAL; + + return 0; +} + +Size DebayerEGL::patternSize(PixelFormat inputFormat) +{ + DebayerEGL::DebayerInputConfig config; + + if (getInputConfig(inputFormat, config) != 0) + return {}; + + return config.patternSize; +} + +std::vector<PixelFormat> DebayerEGL::formats(PixelFormat inputFormat) +{ + DebayerEGL::DebayerInputConfig config; + + if (getInputConfig(inputFormat, config) != 0) + return std::vector<PixelFormat>(); + + return config.outputFormats; +} + +std::tuple<unsigned int, unsigned int> +DebayerEGL::strideAndFrameSize(const PixelFormat &outputFormat, const Size &size) +{ + DebayerEGL::DebayerOutputConfig config; + + if (getOutputConfig(outputFormat, config) != 0) + return std::make_tuple(0, 0); + + /* Align stride to 256 bytes as a generic GPU memory access alignment */ + unsigned int stride = ALIGN_TO(size.width * config.bpp / 8, 256); + + return std::make_tuple(stride, stride * size.height); +} + +void DebayerEGL::setShaderVariableValues(void) +{ + /* + * Raw Bayer 8-bit, and packed raw Bayer 10-bit/12-bit formats + * are stored in a GL_LUMINANCE texture. The texture width is + * equal to the stride. + */ + GLfloat firstRed[] = { firstRed_x_, firstRed_y_ }; + GLfloat imgSize[] = { (GLfloat)width_, + (GLfloat)height_ }; + GLfloat Step[] = { static_cast<float>(bytesPerPixel_) / (inputConfig_.stride - 1), + 1.0f / (height_ - 1) }; + GLfloat Stride = 1.0f; + GLfloat projIdentityMatrix[] = { + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + }; + + // vertexIn - bayer_8.vert + glEnableVertexAttribArray(attributeVertex_); + glVertexAttribPointer(attributeVertex_, 2, GL_FLOAT, GL_TRUE, + 2 * sizeof(GLfloat), vcoordinates); + + // textureIn - bayer_8.vert + glEnableVertexAttribArray(attributeTexture_); + glVertexAttribPointer(attributeTexture_, 2, GL_FLOAT, GL_TRUE, + 2 * sizeof(GLfloat), tcoordinates); + + // Set the sampler2D to the respective texture unit for each texutre + // To simultaneously sample multiple textures we need to use multiple + // texture units + glUniform1i(textureUniformBayerDataIn_, eglImageBayerIn_->texture_unit_uniform_id_); + if (!ccmEnabled_) { + glUniform1i(textureUniformRedLookupDataIn_, eglImageRedLookup_->texture_unit_uniform_id_); + glUniform1i(textureUniformGreenLookupDataIn_, eglImageGreenLookup_->texture_unit_uniform_id_); + glUniform1i(textureUniformBlueLookupDataIn_, eglImageBlueLookup_->texture_unit_uniform_id_); + } + + // These values are: + // firstRed = tex_bayer_first_red - bayer_8.vert + // imgSize = tex_size - bayer_8.vert + // step = tex_step - bayer_8.vert + // Stride = stride_factor identity.vert + // textureUniformProjMatri = No scaling + glUniform2fv(textureUniformBayerFirstRed_, 1, firstRed); + glUniform2fv(textureUniformSize_, 1, imgSize); + glUniform2fv(textureUniformStep_, 1, Step); + glUniform1f(textureUniformStrideFactor_, Stride); + glUniformMatrix4fv(textureUniformProjMatrix_, 1, + GL_FALSE, projIdentityMatrix); + + LOG(Debayer, Debug) << "vertexIn " << attributeVertex_ << " textureIn " << attributeTexture_ + << " tex_y " << textureUniformBayerDataIn_ + << " red_param " << textureUniformRedLookupDataIn_ + << " green_param " << textureUniformGreenLookupDataIn_ + << " blue_param " << textureUniformBlueLookupDataIn_ + << " tex_step " << textureUniformStep_ + << " tex_size " << textureUniformSize_ + << " stride_factor " << textureUniformStrideFactor_ + << " tex_bayer_first_red " << textureUniformBayerFirstRed_; + + LOG (Debayer, Debug) << "textureUniformY_ = 0 " + << " firstRed.x " << firstRed[0] + << " firstRed.y " << firstRed[1] + << " textureUniformSize_.width " << imgSize[0] + << " textureUniformSize_.height " << imgSize[1] + << " textureUniformStep_.x " << Step[0] + << " textureUniformStep_.y " << Step[1] + << " textureUniformStrideFactor_ " << Stride + << " textureUniformProjMatrix_ " << textureUniformProjMatrix_; + return; +} + +void DebayerEGL::debayerGPU(MappedFrameBuffer &in, MappedFrameBuffer &out, DebayerParams ¶ms) +{ + /* eGL context switch */ + egl_.makeCurrent(); + + /* Greate a standard texture input */ + egl_.createTexture2D(eglImageBayerIn_, glFormat_, inputConfig_.stride / bytesPerPixel_, height_, in.planes()[0].data()); + + /* Generate the output render framebuffer as render to texture */ + egl_.createOutputDMABufTexture2D(eglImageBayerOut_, out.getPlaneFD(0)); + + /* Select the method we will use for bayer params CCM or params table */ + if (ccmEnabled_) { + GLfloat ccm[9] = { + params.ccm[0][0], params.ccm[0][1], params.ccm[0][2], + params.ccm[1][0], params.ccm[1][1], params.ccm[1][2], + params.ccm[2][0], params.ccm[2][1], params.ccm[2][2], + }; + glUniformMatrix3fv(ccmUniformDataIn_, 1, GL_FALSE, ccm); + } else { + egl_.createTexture2D(eglImageRedLookup_, GL_LUMINANCE, DebayerParams::kRGBLookupSize, 1, ¶ms.red); + egl_.createTexture2D(eglImageGreenLookup_, GL_LUMINANCE, DebayerParams::kRGBLookupSize, 1, ¶ms.green); + egl_.createTexture2D(eglImageBlueLookup_, GL_LUMINANCE, DebayerParams::kRGBLookupSize, 1, ¶ms.blue); + } + + setShaderVariableValues(); + glViewport(0, 0, width_, height_); + glClear(GL_COLOR_BUFFER_BIT); + glDrawArrays(GL_TRIANGLE_FAN, 0, DEBAYER_OPENGL_COORDS); + + GLenum err = glGetError(); + if (err != GL_NO_ERROR) { + LOG(eGL, Error) << "Drawing scene fail " << err; + } else { + egl_.syncOutput(); + } + + /* Teardown the output texture */ + egl_.destroyDMABufTexture(eglImageBayerOut_); +} + +void DebayerEGL::process(uint32_t frame, FrameBuffer *input, FrameBuffer *output, DebayerParams params) +{ + bench_.startFrame(); + + std::vector<DmaSyncer> dmaSyncers; + + dmaSyncBegin(dmaSyncers, input, output); + + setParams(params); + + /* Copy metadata from the input buffer */ + FrameMetadata &metadata = output->_d()->metadata(); + metadata.status = input->metadata().status; + metadata.sequence = input->metadata().sequence; + metadata.timestamp = input->metadata().timestamp; + + MappedFrameBuffer in(input, MappedFrameBuffer::MapFlag::Read); + MappedFrameBuffer out(output, MappedFrameBuffer::MapFlag::Write); + if (!in.isValid() || !out.isValid()) { + LOG(Debayer, Error) << "mmap-ing buffer(s) failed"; + metadata.status = FrameMetadata::FrameError; + return; + } + + debayerGPU(in, out, params); + + dmaSyncers.clear(); + + bench_.finishFrame(); + + metadata.planes()[0].bytesused = out.planes()[0].size(); + + /* Calculate stats for the whole frame */ + stats_->processFrame(frame, 0, input); + + outputBufferReady.emit(output); + inputBufferReady.emit(input); +} + +void DebayerEGL::stop() +{ + egl_.cleanUp(); +} + +SizeRange DebayerEGL::sizes(PixelFormat inputFormat, const Size &inputSize) +{ + Size patternSize = this->patternSize(inputFormat); + unsigned int borderHeight = patternSize.height; + + if (patternSize.isNull()) + return {}; + + /* No need for top/bottom border with a pattern height of 2 */ + if (patternSize.height == 2) + borderHeight = 0; + + /* + * For debayer interpolation a border is kept around the entire image + * and the minimum output size is pattern-height x pattern-width. + */ + if (inputSize.width < (3 * patternSize.width) || + inputSize.height < (2 * borderHeight + patternSize.height)) { + LOG(Debayer, Warning) + << "Input format size too small: " << inputSize.toString(); + return {}; + } + + return SizeRange(Size(patternSize.width, patternSize.height), + Size((inputSize.width - 2 * patternSize.width) & ~(patternSize.width - 1), + (inputSize.height - 2 * borderHeight) & ~(patternSize.height - 1)), + patternSize.width, patternSize.height); +} + +} /* namespace libcamera */ diff --git a/src/libcamera/software_isp/debayer_egl.h b/src/libcamera/software_isp/debayer_egl.h new file mode 100644 index 0000000000000000000000000000000000000000..ecb22fcb7f3a7d74c3a605a5351ea5871df24f5d --- /dev/null +++ b/src/libcamera/software_isp/debayer_egl.h @@ -0,0 +1,171 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2025, Bryan O'Donoghue. + * + * Authors: + * Bryan O'Donoghue <bryan.odonoghue@linaro.org> + * + * debayer_opengl.h - EGL debayer header + */ + +#pragma once + +#include <memory> +#include <stdint.h> +#include <vector> + +#define GL_GLEXT_PROTOTYPES +#define EGL_EGLEXT_PROTOTYPES +#include <EGL/egl.h> +#include <EGL/eglext.h> +#include <GLES3/gl32.h> + +#include <libcamera/base/object.h> + +#include "debayer.h" + +#include "libcamera/internal/bayer_format.h" +#include "libcamera/internal/egl.h" +#include "libcamera/internal/framebuffer.h" +#include "libcamera/internal/mapped_framebuffer.h" +#include "libcamera/internal/software_isp/benchmark.h" +#include "libcamera/internal/software_isp/swstats_cpu.h" + +namespace libcamera { + +#define DEBAYER_EGL_MIN_SIMPLE_RGB_GAIN_TEXTURE_UNITS 4 +#define DEBAYER_OPENGL_COORDS 4 + +/** + * \class DebayerEGL + * \brief Class for debayering using an EGL Shader + * + * Implements an EGL shader based debayering solution. + */ +class DebayerEGL : public Debayer +{ +public: + /** + * \brief Constructs a DebayerEGL object. + * \param[in] stats Pointer to the stats object to use. + */ + DebayerEGL(std::unique_ptr<SwStatsCpu> stats); + ~DebayerEGL(); + + /* + * Setup the Debayer object according to the passed in parameters. + * Return 0 on success, a negative errno value on failure + * (unsupported parameters). + */ + int configure(const StreamConfiguration &inputCfg, + const std::vector<std::reference_wrapper<StreamConfiguration>> &outputCfgs, + bool ccmEnabled); + + /* + * Get width and height at which the bayer-pattern repeats. + * Return pattern-size or an empty Size for an unsupported inputFormat. + */ + Size patternSize(PixelFormat inputFormat); + + std::vector<PixelFormat> formats(PixelFormat input); + std::tuple<unsigned int, unsigned int> strideAndFrameSize(const PixelFormat &outputFormat, const Size &size); + + void process(uint32_t frame, FrameBuffer *input, FrameBuffer *output, DebayerParams params); + void stop(); + + /** + * \brief Get the file descriptor for the statistics. + * + * \return the file descriptor pointing to the statistics. + */ + const SharedFD &getStatsFD() { return stats_->getStatsFD(); } + + /** + * \brief Get the output frame size. + * + * \return The output frame size. + */ + unsigned int frameSize() { return outputConfig_.frameSize; } + + SizeRange sizes(PixelFormat inputFormat, const Size &inputSize); + +private: + static int getInputConfig(PixelFormat inputFormat, DebayerInputConfig &config); + static int getOutputConfig(PixelFormat outputFormat, DebayerOutputConfig &config); + int setupStandardBayerOrder(BayerFormat::Order order); + void pushEnv(std::vector<std::string> &shaderEnv, const char *str); + int initBayerShaders(PixelFormat inputFormat, PixelFormat outputFormat); + int initEGLContext(); + int generateTextures(); + int compileShaderProgram(GLuint &shaderId, GLenum shaderType, + unsigned char *shaderData, int shaderDataLen, + std::vector<std::string> shaderEnv); + int linkShaderProgram(void); + int getShaderVariableLocations(); + void setShaderVariableValues(void); + void configureTexture(GLuint &texture); + void debayerGPU(MappedFrameBuffer &in, MappedFrameBuffer &out, DebayerParams ¶ms); + + // Shader program identifiers + GLuint vertexShaderId_; + GLuint fragmentShaderId_; + GLuint programId_; + enum { + BAYER_INPUT_INDEX = 0, + BAYER_OUTPUT_INDEX, + BAYER_BUF_NUM, + }; + + // Pointer to object representing input texture + eGLImage *eglImageBayerIn_; + eGLImage *eglImageBayerOut_; + + eGLImage *eglImageRedLookup_; + eGLImage *eglImageGreenLookup_; + eGLImage *eglImageBlueLookup_; + + // Shader parameters + float firstRed_x_; + float firstRed_y_; + GLint attributeVertex_; + GLint attributeTexture_; + GLint textureUniformStep_; + GLint textureUniformSize_; + GLint textureUniformStrideFactor_; + GLint textureUniformBayerFirstRed_; + GLint textureUniformProjMatrix_; + + GLint textureUniformBayerDataIn_; + + // These textures will either point to simple RGB gains or to CCM lookup tables + GLint textureUniformRedLookupDataIn_; + GLint textureUniformGreenLookupDataIn_; + GLint textureUniformBlueLookupDataIn_; + + // Represent per-frame CCM as a uniform vector of floats 3 x 3 + GLint ccmUniformDataIn_; + bool ccmEnabled_; + + Rectangle window_; + std::unique_ptr<SwStatsCpu> stats_; + eGL egl_; + GBM gbmSurface_; + uint32_t width_; + uint32_t height_; + GLint glFormat_; + unsigned int bytesPerPixel_; + GLfloat vcoordinates[DEBAYER_OPENGL_COORDS][2] = { + { -1.0f, -1.0f }, + { -1.0f, +1.0f }, + { +1.0f, +1.0f }, + { +1.0f, -1.0f }, + }; + GLfloat tcoordinates[DEBAYER_OPENGL_COORDS][2] = { + { 0.0f, 0.0f }, + { 0.0f, 1.0f }, + { 1.0f, 1.0f }, + { 1.0f, 0.0f }, + }; +}; + +} /* namespace libcamera */ diff --git a/src/libcamera/software_isp/meson.build b/src/libcamera/software_isp/meson.build index 59fa5f02a0a5620fa524d8a171332f04e0f769b2..c61ac7d59d37c5ef49ac67fe74cbcda3d89c30cb 100644 --- a/src/libcamera/software_isp/meson.build +++ b/src/libcamera/software_isp/meson.build @@ -2,6 +2,7 @@ softisp_enabled = pipelines.contains('simple') summary({'SoftISP support' : softisp_enabled}, section : 'Configuration') +summary({'SoftISP GPU acceleration' : gles_headless_enabled}, section : 'Configuration') if not softisp_enabled subdir_done() @@ -14,3 +15,10 @@ libcamera_internal_sources += files([ 'software_isp.cpp', 'swstats_cpu.cpp', ]) + +if softisp_enabled and gles_headless_enabled + config_h.set('HAVE_DEBAYER_EGL', 1) + libcamera_internal_sources += files([ + 'debayer_egl.cpp', + ]) +endif