[libcamera-devel,v3,1/6] pipeline: simple: shader: Shaders for debayering
diff mbox series

Message ID 20220814160747.52093-1-kunalagarwal1072002@gmail.com
State New
Headers show
Series
  • [libcamera-devel,v3,1/6] pipeline: simple: shader: Shaders for debayering
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Commit Message

Kunal Agarwal Aug. 14, 2022, 4:07 p.m. UTC
Default and Bayer shaders which performs debayering on
raw input data

Signed-off-by: Kunal Agarwal <kunalagarwal1072002@gmail.com>
---
 .../pipeline/simple/shader/bayer_8.frag       | 107 ++++++++++++++++++
 .../pipeline/simple/shader/bayer_8.vert       |  51 +++++++++
 .../pipeline/simple/shader/default.frag       |  16 +++
 .../pipeline/simple/shader/default.vert       |  23 ++++
 4 files changed, 197 insertions(+)
 create mode 100644 src/libcamera/pipeline/simple/shader/bayer_8.frag
 create mode 100644 src/libcamera/pipeline/simple/shader/bayer_8.vert
 create mode 100644 src/libcamera/pipeline/simple/shader/default.frag
 create mode 100644 src/libcamera/pipeline/simple/shader/default.vert

Patch
diff mbox series

diff --git a/src/libcamera/pipeline/simple/shader/bayer_8.frag b/src/libcamera/pipeline/simple/shader/bayer_8.frag
new file mode 100644
index 00000000..7e35ca88
--- /dev/null
+++ b/src/libcamera/pipeline/simple/shader/bayer_8.frag
@@ -0,0 +1,107 @@ 
+/* SPDX-License-Identifier: BSD-2-Clause */
+/*
+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 to integrate it into libcamera.
+Copyright (C) 2021, Linaro
+*/
+
+//Pixel Shader
+#ifdef GL_ES
+precision mediump float;
+#endif
+
+/** Monochrome RGBA or GL_LUMINANCE Bayer encoded texture.*/
+uniform sampler2D       tex_y;
+varying vec4            center;
+varying vec4            yCoord;
+varying vec4            xCoord;
+
+void main(void) {
+    #define fetch(x, y) texture2D(tex_y, vec2(x, y)).r
+
+    float C = texture2D(tex_y, center.xy).r; // ( 0, 0)
+    const vec4 kC = vec4( 4.0,  6.0,  5.0,  5.0) / 8.0;
+
+    // Determine which of four types of pixels we are on.
+    vec2 alternate = mod(floor(center.zw), 2.0);
+
+    vec4 Dvec = vec4(
+        fetch(xCoord[1], yCoord[1]),  // (-1,-1)
+        fetch(xCoord[1], yCoord[2]),  // (-1, 1)
+        fetch(xCoord[2], yCoord[1]),  // ( 1,-1)
+        fetch(xCoord[2], yCoord[2])); // ( 1, 1)
+
+    vec4 PATTERN = (kC.xyz * C).xyzz;
+
+    // Can also be a dot product with (1,1,1,1) on hardware where that is
+    // specially optimized.
+    // Equivalent to: D = Dvec[0] + Dvec[1] + Dvec[2] + Dvec[3];
+    Dvec.xy += Dvec.zw;
+    Dvec.x  += Dvec.y;
+
+    vec4 value = vec4(
+        fetch(center.x, yCoord[0]),   // ( 0,-2)
+        fetch(center.x, yCoord[1]),   // ( 0,-1)
+        fetch(xCoord[0], center.y),   // (-2, 0)
+        fetch(xCoord[1], center.y));  // (-1, 0)
+
+    vec4 temp = vec4(
+        fetch(center.x, yCoord[3]),   // ( 0, 2)
+        fetch(center.x, yCoord[2]),   // ( 0, 1)
+        fetch(xCoord[3], center.y),   // ( 2, 0)
+        fetch(xCoord[2], center.y));  // ( 1, 0)
+
+    // Even the simplest compilers should be able to constant-fold these to
+    // avoid the division.
+    // Note that on scalar processors these constants force computation of some
+    // identical products twice.
+    const vec4 kA = vec4(-1.0, -1.5,  0.5, -1.0) / 8.0;
+    const vec4 kB = vec4( 2.0,  0.0,  0.0,  4.0) / 8.0;
+    const vec4 kD = vec4( 0.0,  2.0, -1.0, -1.0) / 8.0;
+
+    // Conserve constant registers and take advantage of free swizzle on load
+    #define kE (kA.xywz)
+    #define kF (kB.xywz)
+
+    value += temp;
+
+    // There are five filter patterns (identity, cross, checker,
+    // theta, phi).  Precompute the terms from all of them and then
+    // use swizzles to assign to color channels.
+    //
+    // Channel   Matches
+    //   x       cross   (e.g., EE G)
+    //   y       checker (e.g., EE B)
+    //   z       theta   (e.g., EO R)
+    //   w       phi     (e.g., EO R)
+    #define A (value[0])
+    #define B (value[1])
+    #define D (Dvec.x)
+    #define E (value[2])
+    #define F (value[3])
+
+    // Avoid zero elements. On a scalar processor this saves two MADDs
+    // and it has no effect on a vector processor.
+    PATTERN.yzw += (kD.yz * D).xyy;
+
+    PATTERN += (kA.xyz * A).xyzx + (kE.xyw * E).xyxz;
+    PATTERN.xw  += kB.xw * B;
+    PATTERN.xz  += kF.xz * F;
+
+    gl_FragColor.rgb = (alternate.y == 0.0) ?
+        ((alternate.x == 0.0) ?
+            vec3(C, PATTERN.xy) :
+            vec3(PATTERN.z, C, PATTERN.w)) :
+        ((alternate.x == 0.0) ?
+            vec3(PATTERN.w, C, PATTERN.z) :
+            vec3(PATTERN.yx, C));
+}
diff --git a/src/libcamera/pipeline/simple/shader/bayer_8.vert b/src/libcamera/pipeline/simple/shader/bayer_8.vert
new file mode 100644
index 00000000..3695a5e9
--- /dev/null
+++ b/src/libcamera/pipeline/simple/shader/bayer_8.vert
@@ -0,0 +1,51 @@ 
+/* SPDX-License-Identifier: BSD-2-Clause */
+/*
+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 to integrate it into libcamera.
+Copyright (C) 2021, Linaro
+*/
+
+//Vertex Shader
+
+attribute vec4 vertexIn;
+attribute vec2 textureIn;
+
+uniform vec2 tex_size;	/* The texture size in pixels */
+uniform vec2 tex_step;
+
+/** Pixel position of the first red pixel in the */
+/**  Bayer pattern.  [{0,1}, {0, 1}]*/
+uniform vec2            tex_bayer_first_red;
+
+/** .xy = Pixel being sampled in the fragment shader on the range [0, 1]
+    .zw = ...on the range [0, sourceSize], offset by firstRed */
+varying vec4            center;
+
+/** center.x + (-2/w, -1/w, 1/w, 2/w); These are the x-positions */
+/** of the adjacent pixels.*/
+varying vec4            xCoord;
+
+/** center.y + (-2/h, -1/h, 1/h, 2/h); These are the y-positions */
+/** of the adjacent pixels.*/
+varying vec4            yCoord;
+
+void main(void) {
+    center.xy = textureIn;
+    center.zw = textureIn * tex_size + tex_bayer_first_red;
+
+    xCoord = center.x + vec4(-2.0 * tex_step.x,
+                             -tex_step.x, tex_step.x, 2.0 * tex_step.x);
+    yCoord = center.y + vec4(-2.0 * tex_step.y,
+                              -tex_step.y, tex_step.y, 2.0 * tex_step.y);
+
+    gl_Position = vertexIn;
+}
diff --git a/src/libcamera/pipeline/simple/shader/default.frag b/src/libcamera/pipeline/simple/shader/default.frag
new file mode 100644
index 00000000..5899f8fc
--- /dev/null
+++ b/src/libcamera/pipeline/simple/shader/default.frag
@@ -0,0 +1,16 @@ 
+#version 310 es
+precision mediump float;
+// Outputs colors in RGBA
+out vec4 FragColor;
+
+//Inputs color from the Vertex Shader
+in vec3 color;
+// Inputs the texture coordinates from the Vertex Shader
+in vec2 texCoord;
+
+uniform sampler2D tex0;
+
+void main()
+{
+   FragColor = texture(tex0,texCoord);
+}
diff --git a/src/libcamera/pipeline/simple/shader/default.vert b/src/libcamera/pipeline/simple/shader/default.vert
new file mode 100644
index 00000000..1a24284b
--- /dev/null
+++ b/src/libcamera/pipeline/simple/shader/default.vert
@@ -0,0 +1,23 @@ 
+#version 310 es
+precision mediump float;
+//Positions/Coordinates
+layout (location = 0) in vec3 aPos;
+//Colors
+layout (location = 1) in vec3 aColor;
+// Texture Coordinates
+layout (location = 2) in vec2 aTex;
+
+//Outputs the color for the Fragment Shader
+out vec3 color;
+// Outputs the texture coordinates to the fragment shader
+out vec2 texCoord;
+
+
+void main()
+{
+   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
+   //Assigns the color from the vertex Data to "color"
+   color = aColor;
+   // Assigns the texture coordinates from the Vertex Data to "texCoord"
+	texCoord = aTex;
+}
\ No newline at end of file