Rewrite YUV processing pipeline.
Use a 4-channel texture instead for packed YUV data so every pixel in the texture has all the 4:2:2 color data available.
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@@ -406,7 +406,7 @@ static void
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auto_focus_step(const struct focus_stats *stats)
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{
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static uint64_t best_sharp, best_focus;
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static const int debug = 1;
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static const int debug = 0;
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if (focus_phase >= PH_DONE) {
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if (debug>1) printf("Phase %d, sharp %d best %d ", focus_phase, (int)(stats->sharp / 10000), (int)(best_sharp/ 10000));
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@@ -616,7 +616,7 @@ process_aaa()
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update_control(&state_proc.gain);
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update_control(&state_proc.dgain);
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update_control(&state_proc.exposure);
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summarize();
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//summarize();
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}
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if (auto_balance) {
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@@ -682,19 +682,37 @@ process_image_for_preview(const uint8_t *image)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_LUMINANCE,
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libmegapixels_mode_width_to_bytes(state_proc.mode->format,
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state_proc.mode->width) +
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libmegapixels_mode_width_to_padding(state_proc.mode->format,
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state_proc.mode->width),
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state_proc.mode->height,
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0,
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GL_LUMINANCE,
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GL_UNSIGNED_BYTE,
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image);
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switch(gles2_debayer->texture_mode) {
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case TEXTURE_BAYER:
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_LUMINANCE,
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libmegapixels_mode_width_to_bytes(state_proc.mode->format,
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state_proc.mode->width) +
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libmegapixels_mode_width_to_padding(state_proc.mode->format,
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state_proc.mode->width),
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state_proc.mode->height,
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0,
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GL_LUMINANCE,
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GL_UNSIGNED_BYTE,
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image);
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break;
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case TEXTURE_YUV:
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA8,
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state_proc.mode->width/2 +
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libmegapixels_mode_width_to_padding(state_proc.mode->format,
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state_proc.mode->width),
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state_proc.mode->height,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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image);
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break;
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}
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check_gl();
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gles2_debayer_process(
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