Add support for BGGR10P debayering
This commit is contained in:
@@ -1,25 +1,48 @@
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#ifdef GL_ES
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#ifdef GL_ES
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precision mediump float;
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precision highp float;
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#endif
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#endif
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uniform sampler2D texture;
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uniform sampler2D texture;
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uniform mat3 color_matrix;
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uniform mat3 color_matrix;
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#ifdef BITS_10
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uniform float row_length;
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#endif
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varying vec2 top_left_uv;
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varying vec2 top_left_uv;
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varying vec2 top_right_uv;
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varying vec2 top_right_uv;
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varying vec2 bottom_left_uv;
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varying vec2 bottom_left_uv;
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varying vec2 bottom_right_uv;
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varying vec2 bottom_right_uv;
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#ifdef BITS_10
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vec2
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skip_5th_pixel(vec2 uv)
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{
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vec2 new_uv = uv;
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new_uv.x *= 0.8;
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new_uv.x += floor(uv.x * row_length / 5.0) / row_length;
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return new_uv;
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}
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#endif
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void
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void
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main()
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main()
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{
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{
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// Note the coordinates for texture samples need to be a varying, as the
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// Note the coordinates for texture samples need to be a varying, as the
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// Mali-400 has this as a fast path allowing 32-bit floats. Otherwise
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// Mali-400 has this as a fast path allowing 32-bit floats. Otherwise
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// they end up as 16-bit floats and that's not accurate enough.
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// they end up as 16-bit floats and that's not accurate enough.
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#ifdef BITS_10
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vec4 samples = vec4(texture2D(texture, skip_5th_pixel(top_left_uv)).r,
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texture2D(texture, skip_5th_pixel(top_right_uv)).r,
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texture2D(texture, skip_5th_pixel(bottom_left_uv)).r,
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texture2D(texture, skip_5th_pixel(bottom_right_uv)).r);
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#else
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vec4 samples = vec4(texture2D(texture, top_left_uv).r,
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vec4 samples = vec4(texture2D(texture, top_left_uv).r,
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texture2D(texture, top_right_uv).r,
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texture2D(texture, top_right_uv).r,
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texture2D(texture, bottom_left_uv).r,
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texture2D(texture, bottom_left_uv).r,
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texture2D(texture, bottom_right_uv).r);
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texture2D(texture, bottom_right_uv).r);
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#endif
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// Assume BGGR for now. Currently this just takes 3 of the four samples
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// Assume BGGR for now. Currently this just takes 3 of the four samples
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// for each pixel, there's room here to do some better debayering.
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// for each pixel, there's room here to do some better debayering.
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@@ -8,12 +8,15 @@
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#define TEX_COORD_ATTRIBUTE 1
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#define TEX_COORD_ATTRIBUTE 1
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struct _GLES2Debayer {
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struct _GLES2Debayer {
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MPPixelFormat format;
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GLuint frame_buffer;
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GLuint frame_buffer;
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GLuint program;
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GLuint program;
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GLuint uniform_transform;
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GLuint uniform_transform;
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GLuint uniform_pixel_size;
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GLuint uniform_pixel_size;
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GLuint uniform_texture;
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GLuint uniform_texture;
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GLuint uniform_color_matrix;
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GLuint uniform_color_matrix;
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GLuint uniform_row_length;
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GLuint quad;
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GLuint quad;
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};
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};
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@@ -21,7 +24,7 @@ struct _GLES2Debayer {
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GLES2Debayer *
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GLES2Debayer *
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gles2_debayer_new(MPPixelFormat format)
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gles2_debayer_new(MPPixelFormat format)
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{
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{
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if (format != MP_PIXEL_FMT_BGGR8) {
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if (format != MP_PIXEL_FMT_BGGR8 && format != MP_PIXEL_FMT_BGGR10P) {
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return NULL;
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return NULL;
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}
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}
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@@ -29,6 +32,14 @@ gles2_debayer_new(MPPixelFormat format)
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glGenFramebuffers(1, &frame_buffer);
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glGenFramebuffers(1, &frame_buffer);
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check_gl();
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check_gl();
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char format_def[32];
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snprintf(format_def,
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32,
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"#define BITS_%d\n",
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mp_pixel_format_bits_per_pixel(format));
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const GLchar *def[1] = { format_def };
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GLuint shaders[] = {
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GLuint shaders[] = {
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gl_util_load_shader("/org/postmarketos/Megapixels/debayer.vert",
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gl_util_load_shader("/org/postmarketos/Megapixels/debayer.vert",
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GL_VERTEX_SHADER,
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GL_VERTEX_SHADER,
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@@ -36,8 +47,8 @@ gles2_debayer_new(MPPixelFormat format)
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0),
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0),
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gl_util_load_shader("/org/postmarketos/Megapixels/debayer.frag",
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gl_util_load_shader("/org/postmarketos/Megapixels/debayer.frag",
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GL_FRAGMENT_SHADER,
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GL_FRAGMENT_SHADER,
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NULL,
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def,
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0),
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1),
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};
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};
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GLuint program = gl_util_link_program(shaders, 2);
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GLuint program = gl_util_link_program(shaders, 2);
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@@ -46,6 +57,8 @@ gles2_debayer_new(MPPixelFormat format)
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check_gl();
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check_gl();
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GLES2Debayer *self = malloc(sizeof(GLES2Debayer));
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GLES2Debayer *self = malloc(sizeof(GLES2Debayer));
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self->format = format;
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self->frame_buffer = frame_buffer;
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self->frame_buffer = frame_buffer;
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self->program = program;
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self->program = program;
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@@ -54,6 +67,9 @@ gles2_debayer_new(MPPixelFormat format)
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self->uniform_texture = glGetUniformLocation(self->program, "texture");
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self->uniform_texture = glGetUniformLocation(self->program, "texture");
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self->uniform_color_matrix =
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self->uniform_color_matrix =
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glGetUniformLocation(self->program, "color_matrix");
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glGetUniformLocation(self->program, "color_matrix");
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if (mp_pixel_format_bits_per_pixel(self->format) == 10)
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self->uniform_row_length =
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glGetUniformLocation(self->program, "row_length");
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check_gl();
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check_gl();
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self->quad = gl_util_new_quad();
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self->quad = gl_util_new_quad();
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@@ -135,6 +151,12 @@ gles2_debayer_configure(GLES2Debayer *self,
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self->uniform_color_matrix, 1, GL_FALSE, identity);
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self->uniform_color_matrix, 1, GL_FALSE, identity);
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}
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}
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check_gl();
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check_gl();
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if (mp_pixel_format_bits_per_pixel(self->format) == 10) {
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assert(src_width % 4 == 0);
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glUniform1f(self->uniform_row_length, src_width + src_width / 4);
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check_gl();
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}
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}
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}
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void
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void
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@@ -297,7 +297,7 @@ process_image_for_preview(const uint8_t *image)
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glTexImage2D(GL_TEXTURE_2D,
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glTexImage2D(GL_TEXTURE_2D,
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0,
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0,
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GL_LUMINANCE,
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GL_LUMINANCE,
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mode.width,
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mp_pixel_format_width_to_bytes(mode.pixel_format, mode.width),
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mode.height,
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mode.height,
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0,
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0,
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GL_LUMINANCE,
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GL_LUMINANCE,
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