[02/30] libcamera: software_isp: gpu: Change the name of eglImageBayerOut_ to eglImageRGBAOut_
diff mbox series

Message ID 20260618122245.946138-3-bryan.odonoghue@linaro.org
State New
Headers show
Series
  • RFC/RFT: gpuisp: Multipass with speed optimisations on top
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Commit Message

Bryan O'Donoghue June 18, 2026, 12:22 p.m. UTC
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(-)

Patch
diff mbox series

diff --git a/src/libcamera/software_isp/software_isp_pipeline_gpu.cpp b/src/libcamera/software_isp/software_isp_pipeline_gpu.cpp
index 53bb5e61f..c68a04fff 100644
--- a/src/libcamera/software_isp/software_isp_pipeline_gpu.cpp
+++ b/src/libcamera/software_isp/software_isp_pipeline_gpu.cpp
@@ -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_)
diff --git a/src/libcamera/software_isp/software_isp_pipeline_gpu.h b/src/libcamera/software_isp/software_isp_pipeline_gpu.h
index eb365d198..6f161e063 100644
--- a/src/libcamera/software_isp/software_isp_pipeline_gpu.h
+++ b/src/libcamera/software_isp/software_isp_pipeline_gpu.h
@@ -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_;