new file mode 100644
@@ -0,0 +1,196 @@
+/* SPDX-License-Identifier: BSD-2-Clause */
+/*
+ * Based on the code from http://jgt.akpeters.com/papers/McGuire08/
+ *
+ * Efficient, High-Quality Bayer Demosaic Filtering on GPUs
+ *
+ * Morgan McGuire
+ *
+ * This paper appears in issue Volume 13, Number 4.
+ * ---------------------------------------------------------
+ * Copyright (c) 2008, Morgan McGuire. All rights reserved.
+ *
+ *
+ * Modified by Linaro Ltd for 12-bit packed vs 8-bit raw Bayer format,
+ * and for simpler demosaic algorithm.
+ * Copyright (C) 2020, Linaro
+ *
+ * bayer_12_packed.frag - Fragment shader code for raw Bayer 12-bit packed
+ * format
+ */
+
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+varying vec2 textureOut;
+
+uniform vec2 tex_size;
+uniform vec2 tex_step;
+uniform vec2 tex_bayer_first_red;
+
+uniform sampler2D tex_raw;
+
+void main(void)
+{
+ vec3 rgb;
+
+ /*
+ * center holds the coordinates of the pixel being sampled.
+ * center.xy are on the [0, 1] range,
+ * center.zw are in pixels: [0, frame width - 1] and
+ * [0, frame height - 1] respectively.
+ */
+ vec4 center;
+ /*
+ * x-positions of the adjacent pixels on the [0, 1] range.
+ */
+ vec2 xcoords;
+ /*
+ * y-positions of the adjacent pixels on the [0, 1] range.
+ */
+ vec2 ycoords;
+
+ /*
+ * The coordinates passed to the shader in textureOut may point
+ * to a place in between the pixels if the viewfinder window is scaled
+ * from the original captured frame size. Align them to the nearest
+ * texel (center.xy) and pixel (center.zw).
+ */
+ center.xy = textureOut * tex_size; /* [0, texture size) */
+ center.z = floor(center.x * 2.0);
+ center.xy = floor(center.xy);
+ center.w = center.y;
+ center.xy *= tex_step; /* on the [0, 1] range */
+
+ vec2 alternate = mod(center.zw + tex_bayer_first_red, 2.0);
+ bool even_col = alternate.x < 1.0;
+ bool even_raw = alternate.y < 1.0;
+
+ xcoords = center.x + vec2(-tex_step.x, tex_step.x);
+ ycoords = center.y + vec2(-tex_step.y, tex_step.y);
+
+ /*
+ * We need to sample the central pixel and the ones with offset
+ * of -1 to +1 pixel in both X and Y directions. Let's name these
+ * pixels as below, where C is the central pixel:
+ * +----+----+----+----+
+ * | \ x| | | |
+ * |y \ | -1 | 0 | +1 |
+ * +----+----+----+----+
+ * | +1 | D2 | A1 | D3 |
+ * +----+----+----+----+
+ * | 0 | B0 | C | B1 |
+ * +----+----+----+----+
+ * | -1 | D0 | A0 | D1 |
+ * +----+----+----+----+
+ * As we use RGB texture, and take only 8 MS bits of every pixel value,
+ * the blue component is never used.
+ * In the below equations (0,-1).r means "r component of the texel
+ * shifted by -tex_step.y from the center.xy one" etc.
+ * In the even raw / even column (EE) case the colour values are:
+ * R = C = (0,0).r,
+ * G = (A0 + A1 + B0 + B1) / 4.0 =
+ * ( (0,-1).r + (0,1).r + (-1,0).g + (0,0).g ) / 4.0,
+ * B = (D0 + D1 + D2 + D3) / 4.0 =
+ * ( (-1,-1).g + (0,-1).g + (-1,1).g + (0,1).g ) / 4.0
+ * For even raw / odd column (EO):
+ * R = (B0 + B1) / 2.0 = ( (0,0).r + (1,0).r ) / 2.0,
+ * G = C = (0,0).g,
+ * B = (A0 + A1) / 2.0 = ( (0,-1).g + (0,1).g ) / 2.0
+ * For odd raw / even column (OE):
+ * R = (A0 + A1) / 2.0 = ( (0,-1).r + (0,1).r ) / 2.0,
+ * G = C = (0,0).r,
+ * B = (B0 + B1) / 2.0 = ( (-1,0).g + (0,0).g ) / 2.0
+ * For odd raw / odd column (OO):
+ * R = (D0 + D1 + D2 + D3) / 4.0 =
+ * ( (0,-1).r + (1,-1).r + (0,1).r + (1,1).r ) / 4.0,
+ * G = (A0 + A1 + B0 + B1) / 4.0 =
+ * ( (0,-1).g + (0,1).g + (0,0).r + (1,0).r ) / 4.0,
+ * B = C = (0,0).g
+ */
+
+ /* Fetch all the values we might need */
+
+ /* .xy = (0,-1).rg, zw = (0, 1).rg - all Ax, and some of Dx values */
+ vec4 vals_AD = vec4(
+ texture2D(tex_raw, vec2(center.x, ycoords[0])).rg,
+ texture2D(tex_raw, vec2(center.x, ycoords[1])).rg);
+ /*
+ * .xy = (0,0).rg, .z = (-1,0).g, .w = (1,0).r
+ * - all Bx and C, some of Dx values
+ */
+ vec4 vals_BCD = vec4(
+ texture2D(tex_raw, center.xy).rg,
+ texture2D(tex_raw, vec2(xcoords[0], center.y)).g,
+ texture2D(tex_raw, vec2(xcoords[1], center.y)).r);
+ /*
+ * .x = (-1,-1).g, .y = (-1,1).g, .z = (1,-1).r, .w = (1,1).r
+ * - the remaining Dx values
+ */
+ vec4 vals_D = vec4(
+ texture2D(tex_raw, vec2(xcoords[0], ycoords[0])).g,
+ texture2D(tex_raw, vec2(xcoords[0], ycoords[1])).g,
+ texture2D(tex_raw, vec2(xcoords[1], ycoords[0])).r,
+ texture2D(tex_raw, vec2(xcoords[1], ycoords[1])).r);
+
+ /*
+ * Let:
+ * E = ( (0,-1).r + (0, 1).r ) / 2.0
+ * F = ( (0,-1).g + (0, 1).g ) / 2.0
+ * G = ( (0,0).g + (-1,0).g ) / 2.0
+ * H = ( (0,0).r + (1,0).r ) / 2.0
+ * J = ( (-1,-1).g + (-1,1).g ) / 2.0
+ * K = ( (1,-1).r + (1,1).r ) / 2.0
+ * Then:
+ * Even raw, even column case (EE):
+ * Red = (0,0).r,
+ * Green = (E + G) / 2.0,
+ * Blue = (F + J) / 2.0
+ * EO:
+ * Red = H,
+ * Green = (0,0).g,
+ * Blue = F
+ * OE:
+ * Red = E,
+ * Green = (0,0).r,
+ * Blue = G
+ * OO:
+ * R = (E + K) / 2.0,
+ * G = (F + H ) / 2.0,
+ * B = (0,0).g
+ * Then if we let:
+ * L = (E + G) / 2.0
+ * M = (F + H) / 2.0
+ * and modify J and K like this:
+ * J = (F + J) / 2.0
+ * K = (E + K) / 2.0
+ * the Red/Green/Blue output values can be obtained from EFGH and JKLM
+ * with swizzles thus eliminating the branches.
+ */
+
+ vec4 EFGH = vec4(
+ vals_AD.x + vals_AD.z,
+ vals_AD.y + vals_AD.w,
+ vals_BCD.y + vals_BCD.z,
+ vals_BCD.x + vals_BCD.w
+ ) / 2.0;
+ vec4 JKLM = vec4(
+ vals_D.x + vals_D.y,
+ vals_D.z + vals_D.w,
+ EFGH.x + EFGH.z, /* E + G */
+ EFGH.y + EFGH.w /* F + H */
+ ) / 2.0;
+
+ JKLM.xy = (JKLM.xy + EFGH.yx) / 2.0;
+
+ rgb = (even_col) ?
+ ((even_raw) ?
+ vec3(vals_BCD.x, JKLM.z, JKLM.x) :
+ vec3(EFGH.x, vals_BCD.x, EFGH.z)) :
+ ((even_raw) ?
+ vec3(EFGH.w, vals_BCD.y, EFGH.y) :
+ vec3(JKLM.y, JKLM.w, vals_BCD.y));
+
+ gl_FragColor = vec4(rgb, 1.0);
+}
@@ -5,6 +5,7 @@
<file>YUV_2_planes.frag</file>
<file>YUV_3_planes.frag</file>
<file>YUV_packed.frag</file>
+ <file>bayer_12_packed.frag</file>
<file>identity.vert</file>
</qresource>
</RCC>
@@ -36,6 +36,11 @@ static const QList<libcamera::PixelFormat> supportedFormats{
libcamera::formats::RGBA8888,
libcamera::formats::BGR888,
libcamera::formats::RGB888,
+ /* Raw Bayer 12-bit packed */
+ libcamera::formats::SBGGR12_CSI2P,
+ libcamera::formats::SGBRG12_CSI2P,
+ libcamera::formats::SGRBG12_CSI2P,
+ libcamera::formats::SRGGB12_CSI2P,
};
ViewFinderGL::ViewFinderGL(QWidget *parent)
@@ -114,6 +119,9 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
{
bool ret = true;
+ /* Set min/mag filters to GL_LINEAR by default. */
+ textureMinMagFilters_ = GL_LINEAR;
+
fragmentShaderDefines_.clear();
switch (format) {
@@ -203,6 +211,30 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
fragmentShaderDefines_.append("#define RGB_PATTERN bgr");
fragmentShaderFile_ = ":RGB.frag";
break;
+ case libcamera::formats::SBGGR12_CSI2P:
+ firstRed_.setX(1.0);
+ firstRed_.setY(1.0);
+ fragmentShaderFile_ = ":bayer_12_packed.frag";
+ textureMinMagFilters_ = GL_NEAREST;
+ break;
+ case libcamera::formats::SGBRG12_CSI2P:
+ firstRed_.setX(0.0);
+ firstRed_.setY(1.0);
+ fragmentShaderFile_ = ":bayer_12_packed.frag";
+ textureMinMagFilters_ = GL_NEAREST;
+ break;
+ case libcamera::formats::SGRBG12_CSI2P:
+ firstRed_.setX(1.0);
+ firstRed_.setY(0.0);
+ fragmentShaderFile_ = ":bayer_12_packed.frag";
+ textureMinMagFilters_ = GL_NEAREST;
+ break;
+ case libcamera::formats::SRGGB12_CSI2P:
+ firstRed_.setX(0.0);
+ firstRed_.setY(0.0);
+ fragmentShaderFile_ = ":bayer_12_packed.frag";
+ textureMinMagFilters_ = GL_NEAREST;
+ break;
default:
ret = false;
qWarning() << "[ViewFinderGL]:"
@@ -290,6 +322,8 @@ bool ViewFinderGL::createFragmentShader()
textureUniformU_ = shaderProgram_.uniformLocation("tex_u");
textureUniformV_ = shaderProgram_.uniformLocation("tex_v");
textureUniformStep_ = shaderProgram_.uniformLocation("tex_step");
+ textureUniformSize_ = shaderProgram_.uniformLocation("tex_size");
+ textureUniformBayerFirstRed_ = shaderProgram_.uniformLocation("tex_bayer_first_red");
/* Create the textures. */
for (std::unique_ptr<QOpenGLTexture> &texture : textures_) {
@@ -306,8 +340,10 @@ bool ViewFinderGL::createFragmentShader()
void ViewFinderGL::configureTexture(QOpenGLTexture &texture)
{
glBindTexture(GL_TEXTURE_2D, texture.textureId());
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
+ textureMinMagFilters_);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
+ textureMinMagFilters_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
@@ -547,6 +583,38 @@ void ViewFinderGL::doRender()
shaderProgram_.setUniformValue(textureUniformY_, 0);
break;
+ case libcamera::formats::SBGGR12_CSI2P:
+ case libcamera::formats::SGBRG12_CSI2P:
+ case libcamera::formats::SGRBG12_CSI2P:
+ case libcamera::formats::SRGGB12_CSI2P:
+ /*
+ * Packed raw Bayer 12-bit formats are stored in RGB texture
+ * to match the OpenGL texel size with the 3 bytes repeating
+ * pattern in RAW12P.
+ * The texture width is thus half of the image with.
+ */
+ glActiveTexture(GL_TEXTURE0);
+ configureTexture(*textures_[0]);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RGB,
+ size_.width() / 2,
+ size_.height(),
+ 0,
+ GL_RGB,
+ GL_UNSIGNED_BYTE,
+ data_);
+ shaderProgram_.setUniformValue(textureUniformY_, 0);
+ shaderProgram_.setUniformValue(textureUniformBayerFirstRed_,
+ firstRed_);
+ shaderProgram_.setUniformValue(textureUniformSize_,
+ size_.width() / 2,
+ size_.height());
+ shaderProgram_.setUniformValue(textureUniformStep_,
+ 1.0f / (size_.width() / 2 - 1),
+ 1.0f / (size_.height() - 1));
+ break;
+
default:
break;
};
@@ -81,13 +81,19 @@ private:
/* Textures */
std::array<std::unique_ptr<QOpenGLTexture>, 3> textures_;
+ /* Common texture parameters */
+ GLuint textureMinMagFilters_;
/* YUV texture parameters */
GLuint textureUniformU_;
GLuint textureUniformV_;
GLuint textureUniformY_;
+ GLuint textureUniformSize_;
GLuint textureUniformStep_;
unsigned int horzSubSample_;
unsigned int vertSubSample_;
+ /* Raw Bayer texture parameters */
+ GLuint textureUniformBayerFirstRed_;
+ QPointF firstRed_;
QMutex mutex_; /* Prevent concurrent access to image_ */
};
The shader supports all 4 packed RAW12 variants. Simple bi-linear filtering is implemented. The 4 LS bits of the 12-bit colour values are dropped as the RGBA format we convert into has only 8 bits per colour. The texture coordinates passed to the fragment shader are ajusted to point to the nearest pixel in the image. This prevents artifacts when the image is scaled from the frame resolution to the window size. Signed-off-by: Andrey Konovalov <andrey.konovalov@linaro.org> --- src/qcam/assets/shader/bayer_12_packed.frag | 196 ++++++++++++++++++++ src/qcam/assets/shader/shaders.qrc | 1 + src/qcam/viewfinder_gl.cpp | 72 ++++++- src/qcam/viewfinder_gl.h | 6 + 4 files changed, 273 insertions(+), 2 deletions(-) create mode 100644 src/qcam/assets/shader/bayer_12_packed.frag