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Thu, 18 Jun 2026 05:23:01 -0700 (PDT) Received: from inspiron14p-linux ([109.76.144.236]) by smtp.gmail.com with ESMTPSA id 5b1f17b1804b1-4922fa3a4easm275198015e9.3.2026.06.18.05.23.01 (version=TLS1_3 cipher=TLS_AES_256_GCM_SHA384 bits=256/256); Thu, 18 Jun 2026 05:23:01 -0700 (PDT) From: Bryan O'Donoghue To: libcamera-devel@lists.libcamera.org Cc: bryan.odonoghue@linaro.org, pavel@ucw.cz Subject: [PATCH 06/30] libcamera: software_isp: gpu_pipeline_shader_pass: Add GpuPipelineShaderPassDemosiac Date: Thu, 18 Jun 2026 13:22:19 +0100 Message-ID: <20260618122245.946138-7-bryan.odonoghue@linaro.org> X-Mailer: git-send-email 2.54.0 In-Reply-To: <20260618122245.946138-1-bryan.odonoghue@linaro.org> References: <20260618122245.946138-1-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" Signed-off-by: Bryan O'Donoghue --- .../gpu_pipeline_shader_pass_demosiac.cpp | 357 ++++++++++++++++++ .../gpu_pipeline_shader_pass_demosiac.h | 72 ++++ src/libcamera/software_isp/meson.build | 1 + 3 files changed, 430 insertions(+) create mode 100644 src/libcamera/software_isp/gpu_pipeline_shader_pass_demosiac.cpp create mode 100644 src/libcamera/software_isp/gpu_pipeline_shader_pass_demosiac.h diff --git a/src/libcamera/software_isp/gpu_pipeline_shader_pass_demosiac.cpp b/src/libcamera/software_isp/gpu_pipeline_shader_pass_demosiac.cpp new file mode 100644 index 000000000..02d9da2f0 --- /dev/null +++ b/src/libcamera/software_isp/gpu_pipeline_shader_pass_demosiac.cpp @@ -0,0 +1,357 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2026, Linaro Ltd + * + * GPU ISP Demosiac pass + */ + +#include +#include +#include +#include +#include + +#include +#include +#include + +#include +#include +#include + +#include "libcamera/internal/bayer_format.h" +#include "libcamera/internal/framebuffer.h" +#include "libcamera/internal/ipa_manager.h" +#include "libcamera/internal/software_isp/debayer_params.h" + +#include "gpu_pipeline_shader_pass_demosiac.h" + +/** + * \file software_isp.cpp + * \brief Simple software ISP implementation + */ + +namespace libcamera { + +LOG_DEFINE_CATEGORY(GpuShaderDemosiac) + +int GpuIspShaderPassDemosiac::start() +{ + return 0; +} + +void GpuIspShaderPassDemosiac::stop() +{ +} + +int GpuIspShaderPassDemosiac::initShaders(PixelFormat inputFormat, PixelFormat outputFormat) +{ + std::vector shaderEnv; + unsigned int fragmentShaderDataLen = 0; + const unsigned char *fragmentShaderData = 0; + unsigned int vertexShaderDataLen = 0; + const unsigned char *vertexShaderData = 0; + GLenum err; + + /* Target gles 100 glsl requires "#version x" as first directive in shader */ + egl_.pushEnv(shaderEnv, "#version 100"); + + /* Specify GL_OES_EGL_image_external */ + egl_.pushEnv(shaderEnv, "#extension GL_OES_EGL_image_external: enable"); + + /* + * Tell shaders how to re-order output taking account of how the pixels + * are actually stored by EGL. + */ + switch (outputFormat) { + case formats::ARGB8888: + case formats::XRGB8888: + break; + case formats::ABGR8888: + case formats::XBGR8888: + egl_.pushEnv(shaderEnv, "#define SWAP_BLUE"); + break; + default: + LOG(GpuShaderDemosiac, Error) << "Unsupported output format"; + return -EINVAL; + } + + /* Pixel location parameters */ + glFormat_ = GL_LUMINANCE; + bytesPerPixel_ = 1; + shaderStridePixels_ = passInputCfg_.stride; + + switch (inputFormat) { + case libcamera::formats::SBGGR8: + case libcamera::formats::SBGGR10_CSI2P: + case libcamera::formats::SBGGR12_CSI2P: + firstRed_x_ = 1.0; + firstRed_y_ = 1.0; + break; + case libcamera::formats::SGBRG8: + case libcamera::formats::SGBRG10_CSI2P: + case libcamera::formats::SGBRG12_CSI2P: + firstRed_x_ = 0.0; + firstRed_y_ = 1.0; + break; + case libcamera::formats::SGRBG8: + case libcamera::formats::SGRBG10_CSI2P: + case libcamera::formats::SGRBG12_CSI2P: + firstRed_x_ = 1.0; + firstRed_y_ = 0.0; + break; + case libcamera::formats::SRGGB8: + case libcamera::formats::SRGGB10_CSI2P: + case libcamera::formats::SRGGB12_CSI2P: + firstRed_x_ = 0.0; + firstRed_y_ = 0.0; + break; + default: + LOG(GpuShaderDemosiac, Error) << "Unsupported input format"; + return -EINVAL; + }; + + /* Shader selection */ + switch (inputFormat) { + case libcamera::formats::SBGGR8: + case libcamera::formats::SGBRG8: + case libcamera::formats::SGRBG8: + case libcamera::formats::SRGGB8: + fragmentShaderData = bayer_unpacked_frag; + fragmentShaderDataLen = bayer_unpacked_frag_len; + vertexShaderData = bayer_unpacked_vert; + vertexShaderDataLen = bayer_unpacked_vert_len; + break; + case libcamera::formats::SBGGR10_CSI2P: + case libcamera::formats::SGBRG10_CSI2P: + case libcamera::formats::SGRBG10_CSI2P: + case libcamera::formats::SRGGB10_CSI2P: + egl_.pushEnv(shaderEnv, "#define RAW10P"); + if (BayerFormat::fromPixelFormat(inputFormat).packing == BayerFormat::Packing::None) { + fragmentShaderData = bayer_unpacked_frag; + fragmentShaderDataLen = bayer_unpacked_frag_len; + vertexShaderData = bayer_unpacked_vert; + vertexShaderDataLen = bayer_unpacked_vert_len; + glFormat_ = GL_RG; + bytesPerPixel_ = 2; + } else { + fragmentShaderData = bayer_1x_packed_frag; + fragmentShaderDataLen = bayer_1x_packed_frag_len; + vertexShaderData = identity_vert; + vertexShaderDataLen = identity_vert_len; + shaderStridePixels_ = passInputCfg_.size.width; + } + break; + case libcamera::formats::SBGGR12_CSI2P: + case libcamera::formats::SGBRG12_CSI2P: + case libcamera::formats::SGRBG12_CSI2P: + case libcamera::formats::SRGGB12_CSI2P: + egl_.pushEnv(shaderEnv, "#define RAW12P"); + if (BayerFormat::fromPixelFormat(inputFormat).packing == BayerFormat::Packing::None) { + fragmentShaderData = bayer_unpacked_frag; + fragmentShaderDataLen = bayer_unpacked_frag_len; + vertexShaderData = bayer_unpacked_vert; + vertexShaderDataLen = bayer_unpacked_vert_len; + glFormat_ = GL_RG; + bytesPerPixel_ = 2; + } else { + fragmentShaderData = bayer_1x_packed_frag; + fragmentShaderDataLen = bayer_1x_packed_frag_len; + vertexShaderData = identity_vert; + vertexShaderDataLen = identity_vert_len; + shaderStridePixels_ = passInputCfg_.size.width; + } + break; + }; + + /* TODO: move from here to the end of the method into a helper function in the base class + * this logic will be common to all pipeline instances + */ + if (egl_.compileVertexShader(vertexShaderId_, vertexShaderData, vertexShaderDataLen, shaderEnv)) { + LOG(GpuShaderDemosiac, Error) << "Compile vertex shader fail"; + return -ENODEV; + } + utils::scope_exit vShaderGuard([&] { glDeleteShader(vertexShaderId_); }); + + if (egl_.compileFragmentShader(fragmentShaderId_, fragmentShaderData, fragmentShaderDataLen, shaderEnv)) { + LOG(GpuShaderDemosiac, Error) << "Compile fragment shader fail"; + return -ENODEV; + } + utils::scope_exit fShaderGuard([&] { glDeleteShader(fragmentShaderId_); }); + + if (egl_.linkProgram(programId_, vertexShaderId_, fragmentShaderId_)) { + LOG(GpuShaderDemosiac, Error) << "Linking program fail"; + return -ENODEV; + } + + egl_.dumpShaderSource(vertexShaderId_); + egl_.dumpShaderSource(fragmentShaderId_); + + /* Ensure we set the programId_ */ + egl_.useProgram(programId_); + err = glGetError(); + if (err != GL_NO_ERROR) { + LOG(GpuShaderDemosiac, Error) << "Use program error " << err; + return -ENODEV; + } + + return getShaderVariableLocations(); +} + +int GpuIspShaderPassDemosiac::getShaderVariableLocations(void) +{ + attributeVertex_ = glGetAttribLocation(programId_, "vertexIn"); + attributeTexture_ = glGetAttribLocation(programId_, "textureIn"); + + textureUniformBayerDataIn_ = glGetUniformLocation(programId_, "tex_y"); + ccmUniformDataIn_ = glGetUniformLocation(programId_, "ccm"); + blackLevelUniformDataIn_ = glGetUniformLocation(programId_, "blacklevel"); + gammaUniformDataIn_ = glGetUniformLocation(programId_, "gamma"); + contrastExpUniformDataIn_ = glGetUniformLocation(programId_, "contrastExp"); + + textureUniformStep_ = glGetUniformLocation(programId_, "tex_step"); + textureUniformSize_ = glGetUniformLocation(programId_, "tex_size"); + textureUniformStrideFactor_ = glGetUniformLocation(programId_, "stride_factor"); + textureUniformBayerFirstRed_ = glGetUniformLocation(programId_, "tex_bayer_first_red"); + textureUniformProjMatrix_ = glGetUniformLocation(programId_, "proj_matrix"); + + LOG(GpuShaderDemosiac, Debug) << "vertexIn " << attributeVertex_ << " textureIn " << attributeTexture_ + << " tex_y " << textureUniformBayerDataIn_ + << " ccm " << ccmUniformDataIn_ + << " blacklevel " << blackLevelUniformDataIn_ + << " gamma " << gammaUniformDataIn_ + << " contrastExp " << contrastExpUniformDataIn_ + << " tex_step " << textureUniformStep_ + << " tex_size " << textureUniformSize_ + << " stride_factor " << textureUniformStrideFactor_ + << " tex_bayer_first_red " << textureUniformBayerFirstRed_ + << " proj_matrix " << textureUniformProjMatrix_; + + /* TODO: trap errors */ + return 0; +} + +void GpuIspShaderPassDemosiac::setShaderVariableValues(const DebayerParams ¶ms, eGLImage &eglImageIn) +{ + /* + * Raw Bayer 8-bit, and packed raw Bayer 10-bit/12-bit formats + * are stored in a GL_LUMINANCE texture. The texture width is + * equal to the stride. + */ + GLfloat firstRed[] = { firstRed_x_, firstRed_y_ }; + GLfloat imgSize[] = { (GLfloat)passInputCfg_.size.width, + (GLfloat)passInputCfg_.size.height }; + GLfloat Step[] = { static_cast(bytesPerPixel_) / (passInputCfg_.stride - 1), + 1.0f / (passInputCfg_.size.height - 1) }; + GLfloat Stride = (GLfloat)passInputCfg_.size.width / (shaderStridePixels_ / bytesPerPixel_); + /* + * Scale input to output size, keeping the aspect ratio and preferring + * cropping over black bars. + */ + GLfloat scale = std::max((GLfloat)passInputCfg_.window.width / passInputCfg_.size.width, + (GLfloat)passInputCfg_.window.height / passInputCfg_.size.height); + GLfloat trans = -(1.0f - scale); + GLfloat projMatrix[] = { + scale, 0, 0, 0, + 0, scale, 0, 0, + 0, 0, 1, 0, + trans, trans, 0, 1 + }; + /* Static const coordinates */ + static const GLfloat vcoordinates[4][2] = { + { -1.0f, -1.0f }, + { -1.0f, +1.0f }, + { +1.0f, +1.0f }, + { +1.0f, -1.0f }, + }; + static const GLfloat tcoordinates[4][2] = { + { 0.0f, 0.0f }, + { 0.0f, 1.0f }, + { 1.0f, 1.0f }, + { 1.0f, 0.0f }, + }; + + /* vertexIn - bayer_8.vert */ + glEnableVertexAttribArray(attributeVertex_); + glVertexAttribPointer(attributeVertex_, 2, GL_FLOAT, GL_TRUE, + 2 * sizeof(GLfloat), vcoordinates); + + /* textureIn - bayer_8.vert */ + glEnableVertexAttribArray(attributeTexture_); + glVertexAttribPointer(attributeTexture_, 2, GL_FLOAT, GL_TRUE, + 2 * sizeof(GLfloat), tcoordinates); + + /* + * Set the sampler2D to the respective texture unit for each texutre + * To simultaneously sample multiple textures we need to use multiple + * texture units + */ + glUniform1i(textureUniformBayerDataIn_, eglImageIn.texture_unit_uniform_id_); + + /* + * These values are: + * firstRed = tex_bayer_first_red - bayer_8.vert + * imgSize = tex_size - bayer_8.vert + * step = tex_step - bayer_8.vert + * Stride = stride_factor identity.vert + * textureUniformProjMatri = No scaling + */ + glUniform2fv(textureUniformBayerFirstRed_, 1, firstRed); + glUniform2fv(textureUniformSize_, 1, imgSize); + glUniform2fv(textureUniformStep_, 1, Step); + glUniform1f(textureUniformStrideFactor_, Stride); + glUniformMatrix4fv(textureUniformProjMatrix_, 1, GL_FALSE, projMatrix); + + LOG(GpuShaderDemosiac, Debug) << "vertexIn " << attributeVertex_ << " textureIn " << attributeTexture_ + << " tex_y " << textureUniformBayerDataIn_ + << " tex_step " << textureUniformStep_ + << " tex_size " << textureUniformSize_ + << " stride_factor " << textureUniformStrideFactor_ + << " tex_bayer_first_red " << textureUniformBayerFirstRed_; + + LOG(GpuShaderDemosiac, Debug) << "textureUniformY_ = 0 " + << " firstRed.x " << firstRed[0] + << " firstRed.y " << firstRed[1] + << " textureUniformSize_.width " << imgSize[0] + << " textureUniformSize_.height " << imgSize[1] + << " textureUniformStep_.x " << Step[0] + << " textureUniformStep_.y " << Step[1] + << " textureUniformStrideFactor_ " << Stride + << " textureUniformProjMatrix_ " << textureUniformProjMatrix_; + + GLfloat ccm[9] = { + params.combinedMatrix[0][0], + params.combinedMatrix[0][1], + params.combinedMatrix[0][2], + params.combinedMatrix[1][0], + params.combinedMatrix[1][1], + params.combinedMatrix[1][2], + params.combinedMatrix[2][0], + params.combinedMatrix[2][1], + params.combinedMatrix[2][2], + }; + glUniformMatrix3fv(ccmUniformDataIn_, 1, GL_FALSE, ccm); + LOG(GpuShaderDemosiac, Debug) << " ccmUniformDataIn_ " << ccmUniformDataIn_ << " data " << params.combinedMatrix; + + /* + * 0 = Red, 1 = Green, 2 = Blue + */ + glUniform3f(blackLevelUniformDataIn_, params.blackLevel[0], params.blackLevel[1], params.blackLevel[2]); + LOG(GpuShaderDemosiac, Debug) << " blackLevelUniformDataIn_ " << blackLevelUniformDataIn_ << " data " << params.blackLevel; + + /* + * Gamma + */ + glUniform1f(gammaUniformDataIn_, params.gamma); + LOG(GpuShaderDemosiac, Debug) << " gammaUniformDataIn_ " << gammaUniformDataIn_ << " data " << params.gamma; + + /* + * Contrast + */ + glUniform1f(contrastExpUniformDataIn_, params.contrastExp); + LOG(GpuShaderDemosiac, Debug) << " contrastExpUniformDataIn_ " << contrastExpUniformDataIn_ << " data " << params.contrastExp; + + return; +} + +} diff --git a/src/libcamera/software_isp/gpu_pipeline_shader_pass_demosiac.h b/src/libcamera/software_isp/gpu_pipeline_shader_pass_demosiac.h new file mode 100644 index 000000000..11bb04c30 --- /dev/null +++ b/src/libcamera/software_isp/gpu_pipeline_shader_pass_demosiac.h @@ -0,0 +1,72 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2026, Linaro Ltd + * + * Authors: + * Bryan O'Donoghue + * + * GpuIspIspShaderPass base class + */ + +#pragma once + +#include + +#include +#include +#include + +#include +#include + +#include "libcamera/internal/egl.h" +#include "libcamera/internal/software_isp/debayer_params.h" + +#include "gpu_pipeline_shader_pass.h" + +namespace libcamera { + +class FrameBuffer; + +class GpuIspShaderPassDemosiac : public GpuIspShaderPass +{ +public: + GpuIspShaderPassDemosiac(eGL& egl) : GpuIspShaderPass(egl) {}; + + int start(); + void stop(); + + /* Things that every ISP pipeline pass will need to do */ + int initShaders(PixelFormat inputFormat, PixelFormat outputFormat); + int getShaderVariableLocations(void); + void setShaderVariableValues(const DebayerParams ¶ms, eGLImage &eglImageIn); + const char *name() const override { return "GpuIspShaderPassDemosiac"; } +private: + /* Shader parameters */ + float firstRed_x_; + float firstRed_y_; + GLint attributeVertex_; + GLint attributeTexture_; + GLint textureUniformStep_; + GLint textureUniformSize_; + GLint textureUniformStrideFactor_; + GLint textureUniformBayerFirstRed_; + GLint textureUniformProjMatrix_; + GLint textureUniformBayerDataIn_; + + uint32_t shaderStridePixels_; + + /* Represent per-frame CCM as a uniform vector of floats 3 x 3 */ + GLint ccmUniformDataIn_; + + /* Black Level compensation */ + GLint blackLevelUniformDataIn_; + + /* Gamma */ + GLint gammaUniformDataIn_; + + /* Contrast */ + GLint contrastExpUniformDataIn_; +}; + +} /* namespace libcamera */ diff --git a/src/libcamera/software_isp/meson.build b/src/libcamera/software_isp/meson.build index f8bce5203..3e7d21318 100644 --- a/src/libcamera/software_isp/meson.build +++ b/src/libcamera/software_isp/meson.build @@ -33,6 +33,7 @@ if mesa_works '../egl.cpp', 'software_isp_pipeline_gpu.cpp', 'gpu_pipeline_shader_pass.cpp', + 'gpu_pipeline_shader_pass_demosiac.cpp', ]) libcamera_deps += [ libegl,