| Message ID | 20260810201957.19623-2-mzamazal@redhat.com |
|---|---|
| State | Superseded |
| Headers | show |
| Series |
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| Related | show |
2026. 08. 10. 22:19 keltezéssel, Milan Zamazal írta: > From: Xander Pronk <xander.c.pronk@gmail.com> > > Add `filter' parameter to createTexture2D() to allow overriding > the currently hardcoded GL_NEAREST value. This is needed for > grid-based lens shading interpolation, which is implemented in followup > patches. > > Reviewed-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org> > Co-developed-by: Rick ten Wolde <rick_libcamera@wolde.info> > Signed-off-by: Rick ten Wolde <rick_libcamera@wolde.info> > Signed-off-by: Xander Pronk <xander.c.pronk@gmail.com> > Signed-off-by: Milan Zamazal <mzamazal@redhat.com> > --- Reviewed-by: Barnabás Pőcze <barnabas.pocze@ideasonboard.com> > include/libcamera/internal/egl.h | 2 +- > src/libcamera/egl.cpp | 11 ++++++----- > src/libcamera/software_isp/debayer_egl.cpp | 2 +- > 3 files changed, 8 insertions(+), 7 deletions(-) > > diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h > index 7ef1ca0d9..790ec4b22 100644 > --- a/include/libcamera/internal/egl.h > +++ b/include/libcamera/internal/egl.h > @@ -107,7 +107,7 @@ public: > > int createInputDMABufTexture2D(eGLImage &eglImage, int fd); > int createOutputDMABufTexture2D(eGLImage &eglImage, int fd); > - void createTexture2D(eGLImage &eglImage, void *data); > + void createTexture2D(eGLImage &eglImage, void *data, GLint filter); > void updateTexture2D(eGLImage &eglImage, void *data); > void createOutputTexture2D(eGLImage &eglImage); > > diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp > index 01e51cda8..32e7e0e9c 100644 > --- a/src/libcamera/egl.cpp > +++ b/src/libcamera/egl.cpp > @@ -278,13 +278,14 @@ 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] data Pointer to pixel data, or nullptr for uninitialised texture > + * \param[in] filter GL texture filter setting > * > * Creates a 2D texture from a CPU-accessible memory buffer. The texture > - * is configured with nearest filtering and clamp-to-edge wrapping. This > + * is configured the specified filtering and clamp-to-edge wrapping. This > * is useful for uploading static data like lookup tables or uniform color > * matrices to the GPU. > */ > -void eGL::createTexture2D(eGLImage &eglImage, void *data) > +void eGL::createTexture2D(eGLImage &eglImage, void *data, GLint filter) > { > ASSERT(tid_ == Thread::currentId()); > > @@ -294,8 +295,8 @@ void eGL::createTexture2D(eGLImage &eglImage, void *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); > - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); > + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); > > // Wrap to edge to avoid edge artifacts > glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); > @@ -356,7 +357,7 @@ void eGL::updateTexture2D(eGLImage &eglImage, void *data) > */ > void eGL::createOutputTexture2D(eGLImage &eglImage) > { > - createTexture2D(eglImage, NULL); > + createTexture2D(eglImage, NULL, GL_NEAREST); > attachTextureToFBO(eglImage); > } > > diff --git a/src/libcamera/software_isp/debayer_egl.cpp b/src/libcamera/software_isp/debayer_egl.cpp > index 20b478b1c..c7f27508a 100644 > --- a/src/libcamera/software_isp/debayer_egl.cpp > +++ b/src/libcamera/software_isp/debayer_egl.cpp > @@ -533,7 +533,7 @@ eGLImage *DebayerEGL::getCachedInputFrameBuffer(FrameBuffer *input, std::optiona > return nullptr; > } > if (cache_miss) > - egl_.createTexture2D(*eglImageIn, inMapped->value().planes()[0].data()); > + egl_.createTexture2D(*eglImageIn, inMapped->value().planes()[0].data(), GL_NEAREST); > else > egl_.updateTexture2D(*eglImageIn, inMapped->value().planes()[0].data()); >
diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h index 7ef1ca0d9..790ec4b22 100644 --- a/include/libcamera/internal/egl.h +++ b/include/libcamera/internal/egl.h @@ -107,7 +107,7 @@ public: int createInputDMABufTexture2D(eGLImage &eglImage, int fd); int createOutputDMABufTexture2D(eGLImage &eglImage, int fd); - void createTexture2D(eGLImage &eglImage, void *data); + void createTexture2D(eGLImage &eglImage, void *data, GLint filter); void updateTexture2D(eGLImage &eglImage, void *data); void createOutputTexture2D(eGLImage &eglImage); diff --git a/src/libcamera/egl.cpp b/src/libcamera/egl.cpp index 01e51cda8..32e7e0e9c 100644 --- a/src/libcamera/egl.cpp +++ b/src/libcamera/egl.cpp @@ -278,13 +278,14 @@ 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] data Pointer to pixel data, or nullptr for uninitialised texture + * \param[in] filter GL texture filter setting * * Creates a 2D texture from a CPU-accessible memory buffer. The texture - * is configured with nearest filtering and clamp-to-edge wrapping. This + * is configured the specified filtering and clamp-to-edge wrapping. This * is useful for uploading static data like lookup tables or uniform color * matrices to the GPU. */ -void eGL::createTexture2D(eGLImage &eglImage, void *data) +void eGL::createTexture2D(eGLImage &eglImage, void *data, GLint filter) { ASSERT(tid_ == Thread::currentId()); @@ -294,8 +295,8 @@ void eGL::createTexture2D(eGLImage &eglImage, void *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); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); // Wrap to edge to avoid edge artifacts glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -356,7 +357,7 @@ void eGL::updateTexture2D(eGLImage &eglImage, void *data) */ void eGL::createOutputTexture2D(eGLImage &eglImage) { - createTexture2D(eglImage, NULL); + createTexture2D(eglImage, NULL, GL_NEAREST); attachTextureToFBO(eglImage); } diff --git a/src/libcamera/software_isp/debayer_egl.cpp b/src/libcamera/software_isp/debayer_egl.cpp index 20b478b1c..c7f27508a 100644 --- a/src/libcamera/software_isp/debayer_egl.cpp +++ b/src/libcamera/software_isp/debayer_egl.cpp @@ -533,7 +533,7 @@ eGLImage *DebayerEGL::getCachedInputFrameBuffer(FrameBuffer *input, std::optiona return nullptr; } if (cache_miss) - egl_.createTexture2D(*eglImageIn, inMapped->value().planes()[0].data()); + egl_.createTexture2D(*eglImageIn, inMapped->value().planes()[0].data(), GL_NEAREST); else egl_.updateTexture2D(*eglImageIn, inMapped->value().planes()[0].data());