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[188.141.3.146]) by smtp.gmail.com with ESMTPSA id 5b1f17b1804b1-47926f0ec69sm19383375e9.1.2025.12.02.05.46.11 (version=TLS1_3 cipher=TLS_AES_256_GCM_SHA384 bits=256/256); Tue, 02 Dec 2025 05:46:11 -0800 (PST) From: Bryan O'Donoghue To: libcamera-devel@lists.libcamera.org Cc: pavel@ucw.cz, Milan Zamazal , Bryan O'Donoghue Subject: [PATCH v6 14/24] libcamera: software_isp: GPU support for unpacked 10/12-bit formats Date: Tue, 2 Dec 2025 13:45:34 +0000 Message-ID: <20251202134544.662446-15-bryan.odonoghue@linaro.org> X-Mailer: git-send-email 2.52.0 In-Reply-To: <20251202134544.662446-1-bryan.odonoghue@linaro.org> References: <20251202134544.662446-1-bryan.odonoghue@linaro.org> MIME-Version: 1.0 X-BeenThere: libcamera-devel@lists.libcamera.org X-Mailman-Version: 2.1.29 Precedence: list List-Id: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: libcamera-devel-bounces@lists.libcamera.org Sender: "libcamera-devel" From: Milan Zamazal The GPU processing supports 8-bit sensor formats and 10/12-bit packed formats. Support for 10/12-bit unpacked formats is missing, let's add it. 10/12-bit unpacked formats use two adjacent bytes to store the value. This means the 8-bit shaders can be used if we can modify them for additional support of 16-bit addressing. This requires the following modifications: - Using GL_RG (two bytes per pixel) instead of GL_LUMINANCE (one byte per pixel) as the texture format for the given input formats. - Setting the texture width to the number of pixels rather than the number of bytes. - Making the definition of `fetch' macro variable, according to the pixel format. - Using only `fetch' for accessing the texture. Signed-off-by: Milan Zamazal Signed-off-by: Bryan O'Donoghue --- src/libcamera/shaders/bayer_unpacked.frag | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/src/libcamera/shaders/bayer_unpacked.frag b/src/libcamera/shaders/bayer_unpacked.frag index caa0ba15d..af5af38e4 100644 --- a/src/libcamera/shaders/bayer_unpacked.frag +++ b/src/libcamera/shaders/bayer_unpacked.frag @@ -44,9 +44,17 @@ float apply_contrast(float normalise, float contrast_in) void main(void) { vec3 rgb; + #if defined(RAW10P) + #define pixel(p) p.r / 4.0 + p.g * 64.0 + #define fetch(x, y) pixel(texture2D(tex_y, vec2(x, y))) + #elif defined(RAW12P) + #define pixel(p) p.r / 16.0 + p.g * 16.0 + #define fetch(x, y) pixel(texture2D(tex_y, vec2(x, y))) + #else #define fetch(x, y) texture2D(tex_y, vec2(x, y)).r + #endif - float C = texture2D(tex_y, center.xy).r; // ( 0, 0) + float C = fetch(center.x, center.y); // ( 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.