[v7,26/26] libcamera: software_isp: Add a gpuisp todo list
diff mbox series

Message ID 20251210005354.44726-27-bryan.odonoghue@linaro.org
State New
Headers show
Series
  • Add GLES 2.0 GPUISP to libcamera
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Commit Message

Bryan O'Donoghue Dec. 10, 2025, 12:53 a.m. UTC
List the series of things to do in GPU ISP in perceived order of
difficulty.

Acked-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org>
---
 src/libcamera/software_isp/gpuisp-todo.txt | 40 ++++++++++++++++++++++
 1 file changed, 40 insertions(+)
 create mode 100644 src/libcamera/software_isp/gpuisp-todo.txt

Patch
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diff --git a/src/libcamera/software_isp/gpuisp-todo.txt b/src/libcamera/software_isp/gpuisp-todo.txt
new file mode 100644
index 000000000..b9910d17d
--- /dev/null
+++ b/src/libcamera/software_isp/gpuisp-todo.txt
@@ -0,0 +1,40 @@ 
+List the TODOs in perceived order of ease.
+
+
+Denoising:
+	- WIP
+
+Dead pixel correction:
+	- WIP
+
+Lense shading correction:
+	- WIP
+
+Use dma-buf handle to generate upload texture:
+	- eglCreateImageKHR can be used to generate the upload texture i.e.
+	  to feed the bayer data into the GPU.
+
+processFrame() to run in its own thread:
+	- processFrame() runs in the context of the Debayer::process()
+	  thread. Robert Mader suggested and it seems like a good
+	  suggestion too to run processFrame() in its own thread.
+
+Multi-pass shaders:
+	- This needs some rewriging the idea is to have a list
+	  of algorithms as is done in cpuisp iterating through the
+	  list in a for() loop.
+	- The logic manging the loop has an initial input buffer
+	  and the final output buffer.
+	- The higher level logic must then inform each of the
+	  algorithms either to generate an internal working buffer
+	  or pass the final output buffer to the last shader
+	  in the list
+	- This will allow for multi-pass shaders with the final
+	  algorithm presenting data not to its internal buffer
+	  but to the final output buffer
+
+24 bit output support:
+	- Need to implment compute shader to do this.
+
+Lense flare correction:
+	- Not WIP still TBD