[v3,2/5] egl: Remove some parameters from createTexture2D()
diff mbox series

Message ID 20260519193907.86812-3-robert.mader@collabora.com
State New
Headers show
Series
  • software_isp: Implement DMABuf import for input buffers
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Commit Message

Robert Mader May 19, 2026, 7:39 p.m. UTC
And use the values set in the constructor instead, bringing the
function in line with createInputDMABufTexture2D() and
createOutputDMABufTexture2D().

Adopt the value passed into the constructor accordingly, which
previously was never used.

Signed-off-by: Robert Mader <robert.mader@collabora.com>
---
 include/libcamera/internal/egl.h           | 2 +-
 src/libcamera/egl.cpp                      | 7 ++-----
 src/libcamera/software_isp/debayer_egl.cpp | 4 ++--
 3 files changed, 5 insertions(+), 8 deletions(-)

Patch
diff mbox series

diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h
index eb340eb58..6869fa69b 100644
--- a/include/libcamera/internal/egl.h
+++ b/include/libcamera/internal/egl.h
@@ -105,7 +105,7 @@  public:
 
 	int createInputDMABufTexture2D(eGLImage &eglImage, int fd);
 	int createOutputDMABufTexture2D(eGLImage &eglImage, int fd);
-	void createTexture2D(eGLImage &eglImage, GLint format, uint32_t width, uint32_t height, void *data);
+	void createTexture2D(eGLImage &eglImage, void *data);
 
 	void pushEnv(std::vector<std::string> &shaderEnv, const char *str);
 	void makeCurrent();
diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp
index e02e3edc3..b51defbdd 100644
--- a/src/libcamera/egl.cpp
+++ b/src/libcamera/egl.cpp
@@ -227,9 +227,6 @@  int eGL::createOutputDMABufTexture2D(eGLImage &eglImage, int fd)
 /**
  * \brief Create a 2D texture from a memory buffer
  * \param[in,out] eglImage EGL image to associate with the texture
- * \param[in] format OpenGL internal format (e.g., GL_RGB, GL_RGBA)
- * \param[in] width Texture width in pixels
- * \param[in] height Texture height in pixels
  * \param[in] data Pointer to pixel data, or nullptr for uninitialised texture
  *
  * Creates a 2D texture from a CPU-accessible memory buffer. The texture
@@ -237,7 +234,7 @@  int eGL::createOutputDMABufTexture2D(eGLImage &eglImage, int fd)
  * is useful for uploading static data like lookup tables or uniform color
  * matrices to the GPU.
  */
-void eGL::createTexture2D(eGLImage &eglImage, GLint format, uint32_t width, uint32_t height, void *data)
+void eGL::createTexture2D(eGLImage &eglImage, void *data)
 {
 	ASSERT(tid_ == Thread::currentId());
 
@@ -245,7 +242,7 @@  void eGL::createTexture2D(eGLImage &eglImage, GLint format, uint32_t width, uint
 	glBindTexture(GL_TEXTURE_2D, eglImage.texture_);
 
 	// Generate texture, bind, associate image to texture, configure, unbind
-	glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
+	glTexImage2D(GL_TEXTURE_2D, 0, eglImage.format_, eglImage.width_, eglImage.height_, 0, eglImage.format_, GL_UNSIGNED_BYTE, data);
 
 	// Nearest filtering
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
diff --git a/src/libcamera/software_isp/debayer_egl.cpp b/src/libcamera/software_isp/debayer_egl.cpp
index 4e4e375c5..a217e3798 100644
--- a/src/libcamera/software_isp/debayer_egl.cpp
+++ b/src/libcamera/software_isp/debayer_egl.cpp
@@ -506,7 +506,7 @@  int DebayerEGL::debayerGPU(MappedFrameBuffer &in, int out_fd, const DebayerParam
 	egl_.makeCurrent();
 
 	/* Create a standard texture input */
-	egl_.createTexture2D(*eglImageBayerIn_, glFormat_, inputConfig_.stride / bytesPerPixel_, height_, in.planes()[0].data());
+	egl_.createTexture2D(*eglImageBayerIn_, in.planes()[0].data());
 
 	/* Generate the output render framebuffer as render to texture */
 	egl_.createOutputDMABufTexture2D(*eglImageBayerOut_, out_fd);
@@ -586,7 +586,7 @@  int DebayerEGL::start()
 		return -EINVAL;
 
 	/* Raw bayer input as texture */
-	eglImageBayerIn_ = std::make_unique<eGLImage>(glFormat_, width_, height_, inputConfig_.stride, GL_TEXTURE0, 0);
+	eglImageBayerIn_ = std::make_unique<eGLImage>(glFormat_, inputConfig_.stride / bytesPerPixel_, height_, inputConfig_.stride, GL_TEXTURE0, 0);
 
 	/* Texture we will render to */
 	eglImageBayerOut_ = std::make_unique<eGLImage>(GL_RGBA, outputSize_.width, outputSize_.height, outputConfig_.stride, GL_TEXTURE1, 1);