Add support for BGGR10P debayering

This commit is contained in:
Yassine Oudjana
2022-01-16 19:51:54 +04:00
parent f8ce7abe98
commit c16dbf6810
3 changed files with 50 additions and 5 deletions

View File

@@ -1,25 +1,48 @@
#ifdef GL_ES #ifdef GL_ES
precision mediump float; precision highp float;
#endif #endif
uniform sampler2D texture; uniform sampler2D texture;
uniform mat3 color_matrix; uniform mat3 color_matrix;
#ifdef BITS_10
uniform float row_length;
#endif
varying vec2 top_left_uv; varying vec2 top_left_uv;
varying vec2 top_right_uv; varying vec2 top_right_uv;
varying vec2 bottom_left_uv; varying vec2 bottom_left_uv;
varying vec2 bottom_right_uv; varying vec2 bottom_right_uv;
#ifdef BITS_10
vec2
skip_5th_pixel(vec2 uv)
{
vec2 new_uv = uv;
new_uv.x *= 0.8;
new_uv.x += floor(uv.x * row_length / 5.0) / row_length;
return new_uv;
}
#endif
void void
main() main()
{ {
// Note the coordinates for texture samples need to be a varying, as the // Note the coordinates for texture samples need to be a varying, as the
// Mali-400 has this as a fast path allowing 32-bit floats. Otherwise // Mali-400 has this as a fast path allowing 32-bit floats. Otherwise
// they end up as 16-bit floats and that's not accurate enough. // they end up as 16-bit floats and that's not accurate enough.
#ifdef BITS_10
vec4 samples = vec4(texture2D(texture, skip_5th_pixel(top_left_uv)).r,
texture2D(texture, skip_5th_pixel(top_right_uv)).r,
texture2D(texture, skip_5th_pixel(bottom_left_uv)).r,
texture2D(texture, skip_5th_pixel(bottom_right_uv)).r);
#else
vec4 samples = vec4(texture2D(texture, top_left_uv).r, vec4 samples = vec4(texture2D(texture, top_left_uv).r,
texture2D(texture, top_right_uv).r, texture2D(texture, top_right_uv).r,
texture2D(texture, bottom_left_uv).r, texture2D(texture, bottom_left_uv).r,
texture2D(texture, bottom_right_uv).r); texture2D(texture, bottom_right_uv).r);
#endif
// Assume BGGR for now. Currently this just takes 3 of the four samples // Assume BGGR for now. Currently this just takes 3 of the four samples
// for each pixel, there's room here to do some better debayering. // for each pixel, there's room here to do some better debayering.

View File

@@ -8,12 +8,15 @@
#define TEX_COORD_ATTRIBUTE 1 #define TEX_COORD_ATTRIBUTE 1
struct _GLES2Debayer { struct _GLES2Debayer {
MPPixelFormat format;
GLuint frame_buffer; GLuint frame_buffer;
GLuint program; GLuint program;
GLuint uniform_transform; GLuint uniform_transform;
GLuint uniform_pixel_size; GLuint uniform_pixel_size;
GLuint uniform_texture; GLuint uniform_texture;
GLuint uniform_color_matrix; GLuint uniform_color_matrix;
GLuint uniform_row_length;
GLuint quad; GLuint quad;
}; };
@@ -21,7 +24,7 @@ struct _GLES2Debayer {
GLES2Debayer * GLES2Debayer *
gles2_debayer_new(MPPixelFormat format) gles2_debayer_new(MPPixelFormat format)
{ {
if (format != MP_PIXEL_FMT_BGGR8) { if (format != MP_PIXEL_FMT_BGGR8 && format != MP_PIXEL_FMT_BGGR10P) {
return NULL; return NULL;
} }
@@ -29,6 +32,14 @@ gles2_debayer_new(MPPixelFormat format)
glGenFramebuffers(1, &frame_buffer); glGenFramebuffers(1, &frame_buffer);
check_gl(); check_gl();
char format_def[32];
snprintf(format_def,
32,
"#define BITS_%d\n",
mp_pixel_format_bits_per_pixel(format));
const GLchar *def[1] = { format_def };
GLuint shaders[] = { GLuint shaders[] = {
gl_util_load_shader("/org/postmarketos/Megapixels/debayer.vert", gl_util_load_shader("/org/postmarketos/Megapixels/debayer.vert",
GL_VERTEX_SHADER, GL_VERTEX_SHADER,
@@ -36,8 +47,8 @@ gles2_debayer_new(MPPixelFormat format)
0), 0),
gl_util_load_shader("/org/postmarketos/Megapixels/debayer.frag", gl_util_load_shader("/org/postmarketos/Megapixels/debayer.frag",
GL_FRAGMENT_SHADER, GL_FRAGMENT_SHADER,
NULL, def,
0), 1),
}; };
GLuint program = gl_util_link_program(shaders, 2); GLuint program = gl_util_link_program(shaders, 2);
@@ -46,6 +57,8 @@ gles2_debayer_new(MPPixelFormat format)
check_gl(); check_gl();
GLES2Debayer *self = malloc(sizeof(GLES2Debayer)); GLES2Debayer *self = malloc(sizeof(GLES2Debayer));
self->format = format;
self->frame_buffer = frame_buffer; self->frame_buffer = frame_buffer;
self->program = program; self->program = program;
@@ -54,6 +67,9 @@ gles2_debayer_new(MPPixelFormat format)
self->uniform_texture = glGetUniformLocation(self->program, "texture"); self->uniform_texture = glGetUniformLocation(self->program, "texture");
self->uniform_color_matrix = self->uniform_color_matrix =
glGetUniformLocation(self->program, "color_matrix"); glGetUniformLocation(self->program, "color_matrix");
if (mp_pixel_format_bits_per_pixel(self->format) == 10)
self->uniform_row_length =
glGetUniformLocation(self->program, "row_length");
check_gl(); check_gl();
self->quad = gl_util_new_quad(); self->quad = gl_util_new_quad();
@@ -135,6 +151,12 @@ gles2_debayer_configure(GLES2Debayer *self,
self->uniform_color_matrix, 1, GL_FALSE, identity); self->uniform_color_matrix, 1, GL_FALSE, identity);
} }
check_gl(); check_gl();
if (mp_pixel_format_bits_per_pixel(self->format) == 10) {
assert(src_width % 4 == 0);
glUniform1f(self->uniform_row_length, src_width + src_width / 4);
check_gl();
}
} }
void void

View File

@@ -297,7 +297,7 @@ process_image_for_preview(const uint8_t *image)
glTexImage2D(GL_TEXTURE_2D, glTexImage2D(GL_TEXTURE_2D,
0, 0,
GL_LUMINANCE, GL_LUMINANCE,
mode.width, mp_pixel_format_width_to_bytes(mode.pixel_format, mode.width),
mode.height, mode.height,
0, 0,
GL_LUMINANCE, GL_LUMINANCE,