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[211.20.20.223]) by smtp.gmail.com with ESMTPSA id w192sm1616543pfd.156.2020.09.11.01.55.38 (version=TLS1_3 cipher=TLS_AES_256_GCM_SHA384 bits=256/256); Fri, 11 Sep 2020 01:55:39 -0700 (PDT) From: Show Liu To: libcamera-devel@lists.libcamera.org Date: Fri, 11 Sep 2020 16:55:11 +0800 Message-Id: <20200911085514.30021-2-show.liu@linaro.org> X-Mailer: git-send-email 2.20.1 In-Reply-To: <20200911085514.30021-1-show.liu@linaro.org> References: <20200911085514.30021-1-show.liu@linaro.org> MIME-Version: 1.0 Subject: [libcamera-devel] [PATCH v6 1/4] qcam: add OpenGL shader code as Qt resource 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" Add OpenGL fragment and vertex shaders to convert two- and tri-planar YUV formats to RGB. This will be used to accelerate YUV image rendering. Signed-off-by: Show Liu Reviewed-by: Laurent Pinchart --- src/qcam/assets/shader/NV_2_planes_UV_f.glsl | 32 +++++++++++++++++++ src/qcam/assets/shader/NV_2_planes_VU_f.glsl | 32 +++++++++++++++++++ src/qcam/assets/shader/NV_3_planes_f.glsl | 33 ++++++++++++++++++++ src/qcam/assets/shader/NV_vertex_shader.glsl | 16 ++++++++++ src/qcam/assets/shader/shaders.qrc | 9 ++++++ src/qcam/meson.build | 1 + 6 files changed, 123 insertions(+) create mode 100644 src/qcam/assets/shader/NV_2_planes_UV_f.glsl create mode 100644 src/qcam/assets/shader/NV_2_planes_VU_f.glsl create mode 100644 src/qcam/assets/shader/NV_3_planes_f.glsl create mode 100644 src/qcam/assets/shader/NV_vertex_shader.glsl create mode 100644 src/qcam/assets/shader/shaders.qrc diff --git a/src/qcam/assets/shader/NV_2_planes_UV_f.glsl b/src/qcam/assets/shader/NV_2_planes_UV_f.glsl new file mode 100644 index 0000000..80478c5 --- /dev/null +++ b/src/qcam/assets/shader/NV_2_planes_UV_f.glsl @@ -0,0 +1,32 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2020, Linaro + * + * NV_2_planes_UV_f.glsl - Fragment shader code for NV12, NV16 and NV24 formats + */ + +#ifdef GL_ES +precision mediump float; +#endif + +varying vec2 textureOut; +uniform sampler2D tex_y; +uniform sampler2D tex_u; + +void main(void) +{ + vec3 yuv; + vec3 rgb; + mat3 yuv2rgb_bt601_mat = mat3( + vec3(1.164, 1.164, 1.164), + vec3(0.000, -0.392, 2.017), + vec3(1.596, -0.813, 0.000) + ); + + yuv.x = texture2D(tex_y, textureOut).r - 0.063; + yuv.y = texture2D(tex_u, textureOut).r - 0.500; + yuv.z = texture2D(tex_u, textureOut).g - 0.500; + + rgb = yuv2rgb_bt601_mat * yuv; + gl_FragColor = vec4(rgb, 1.0); +} diff --git a/src/qcam/assets/shader/NV_2_planes_VU_f.glsl b/src/qcam/assets/shader/NV_2_planes_VU_f.glsl new file mode 100644 index 0000000..3794be8 --- /dev/null +++ b/src/qcam/assets/shader/NV_2_planes_VU_f.glsl @@ -0,0 +1,32 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2020, Linaro + * + * NV_2_planes_VU_f.glsl - Fragment shader code for NV21, NV61 and NV42 formats + */ + +#ifdef GL_ES +precision mediump float; +#endif + +varying vec2 textureOut; +uniform sampler2D tex_y; +uniform sampler2D tex_u; + +void main(void) +{ + vec3 yuv; + vec3 rgb; + mat3 yuv2rgb_bt601_mat = mat3( + vec3(1.164, 1.164, 1.164), + vec3(0.000, -0.392, 2.017), + vec3(1.596, -0.813, 0.000) + ); + + yuv.x = texture2D(tex_y, textureOut).r - 0.063; + yuv.y = texture2D(tex_u, textureOut).g - 0.500; + yuv.z = texture2D(tex_u, textureOut).r - 0.500; + + rgb = yuv2rgb_bt601_mat * yuv; + gl_FragColor = vec4(rgb, 1.0); +} diff --git a/src/qcam/assets/shader/NV_3_planes_f.glsl b/src/qcam/assets/shader/NV_3_planes_f.glsl new file mode 100644 index 0000000..fca9b65 --- /dev/null +++ b/src/qcam/assets/shader/NV_3_planes_f.glsl @@ -0,0 +1,33 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2020, Linaro + * + * NV_3_planes_UV_f.glsl - Fragment shader code for YUV420 format + */ + +#ifdef GL_ES +precision mediump float; +#endif + +varying vec2 textureOut; +uniform sampler2D tex_y; +uniform sampler2D tex_u; +uniform sampler2D tex_v; + +void main(void) +{ + vec3 yuv; + vec3 rgb; + mat3 yuv2rgb_bt601_mat = mat3( + vec3(1.164, 1.164, 1.164), + vec3(0.000, -0.392, 2.017), + vec3(1.596, -0.813, 0.000) + ); + + yuv.x = texture2D(tex_y, textureOut).r - 0.063; + yuv.y = texture2D(tex_u, textureOut).r - 0.500; + yuv.z = texture2D(tex_v, textureOut).r - 0.500; + + rgb = yuv2rgb_bt601_mat * yuv; + gl_FragColor = vec4(rgb, 1.0); +} diff --git a/src/qcam/assets/shader/NV_vertex_shader.glsl b/src/qcam/assets/shader/NV_vertex_shader.glsl new file mode 100644 index 0000000..12e791e --- /dev/null +++ b/src/qcam/assets/shader/NV_vertex_shader.glsl @@ -0,0 +1,16 @@ +/* SPDX-License-Identifier: LGPL-2.1-or-later */ +/* + * Copyright (C) 2020, Linaro + * + * NV_vertex_shader.glsl - Vertex shader code for NV family + */ + +attribute vec4 vertexIn; +attribute vec2 textureIn; +varying vec2 textureOut; + +void main(void) +{ + gl_Position = vertexIn; + textureOut = textureIn; +} diff --git a/src/qcam/assets/shader/shaders.qrc b/src/qcam/assets/shader/shaders.qrc new file mode 100644 index 0000000..33eab27 --- /dev/null +++ b/src/qcam/assets/shader/shaders.qrc @@ -0,0 +1,9 @@ + + + +./NV_vertex_shader.glsl +./NV_2_planes_UV_f.glsl +./NV_2_planes_VU_f.glsl +./NV_3_planes_f.glsl + + diff --git a/src/qcam/meson.build b/src/qcam/meson.build index 6ea886a..e0c6f26 100644 --- a/src/qcam/meson.build +++ b/src/qcam/meson.build @@ -16,6 +16,7 @@ qcam_moc_headers = files([ qcam_resources = files([ 'assets/feathericons/feathericons.qrc', + 'assets/shader/shaders.qrc' ]) qt5 = import('qt5')