@@ -538,7 +538,7 @@ int SoftwareIspPipelineGpu::debayerGPU(FrameBuffer *input, FrameBuffer *output,
}
/* Generate the output render framebuffer as render to texture */
- egl_.createOutputDMABufTexture2D(*eglImageBayerOut_, output->planes()[0].fd.get());
+ egl_.createOutputDMABufTexture2D(*eglImageRGBAOut_, output->planes()[0].fd.get());
setShaderVariableValues(params);
glViewport(0, 0, width_, height_);
@@ -626,14 +626,14 @@ int SoftwareIspPipelineGpu::start()
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);
+ eglImageRGBAOut_ = std::make_unique<eGLImage>(GL_RGBA, outputSize_.width, outputSize_.height, outputConfig_.stride, GL_TEXTURE1, 1);
return 0;
}
void SoftwareIspPipelineGpu::stop()
{
- eglImageBayerOut_.reset();
+ eglImageRGBAOut_.reset();
eglImageBayerIn_.reset();
if (programId_)
@@ -74,7 +74,7 @@ private:
/* Pointer to object representing input texture */
std::unique_ptr<eGLImage> eglImageBayerIn_;
- std::unique_ptr<eGLImage> eglImageBayerOut_;
+ std::unique_ptr<eGLImage> eglImageRGBAOut_;
/* Shader parameters */
float firstRed_x_;
In our mutli-pass shader design we will use textures to pass the output of one compute or fragment shader to the next. Each phase will have its own distinct name and output. A better more accurate name for the thing which we render into is eglImageRGBAOut_ which has a very obvious meaning - its our RGBA output. We aren't outputting Bayer data here, we are outputting RGBA data so denote it as such by way of its name. Signed-off-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org> --- src/libcamera/software_isp/software_isp_pipeline_gpu.cpp | 6 +++--- src/libcamera/software_isp/software_isp_pipeline_gpu.h | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-)