Files
Megapixels/src/gles2_debayer.c
Martijn Braam 8fbea82b2b 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.
2024-12-23 17:29:46 +01:00

287 lines
9.5 KiB
C

#include "gles2_debayer.h"
#include "camera.h"
#include "dcp.h"
#include "gl_util.h"
#include "matrix.h"
#include <stdlib.h>
#define VERTEX_ATTRIBUTE 0
#define TEX_COORD_ATTRIBUTE 1
GLES2Debayer *
gles2_debayer_new(int format)
{
// Cannot run on format 0 (Undefined)
assert(format != 0);
uint32_t pixfmt = libmegapixels_format_to_v4l_pixfmt(format);
int shader = 0;
int texture_mode = 0;
switch (pixfmt) {
case V4L2_PIX_FMT_SBGGR8:
case V4L2_PIX_FMT_SGBRG8:
case V4L2_PIX_FMT_SGRBG8:
case V4L2_PIX_FMT_SRGGB8:
case V4L2_PIX_FMT_SBGGR10:
case V4L2_PIX_FMT_SGBRG10:
case V4L2_PIX_FMT_SGRBG10:
case V4L2_PIX_FMT_SRGGB10:
case V4L2_PIX_FMT_SBGGR12:
case V4L2_PIX_FMT_SGBRG12:
case V4L2_PIX_FMT_SGRBG12:
case V4L2_PIX_FMT_SRGGB12:
shader = SHADER_DEBAYER;
texture_mode = TEXTURE_BAYER;
break;
case V4L2_PIX_FMT_SBGGR10P:
case V4L2_PIX_FMT_SGBRG10P:
case V4L2_PIX_FMT_SGRBG10P:
case V4L2_PIX_FMT_SRGGB10P:
shader = SHADER_DEBAYER_PACKED;
texture_mode = TEXTURE_BAYER;
break;
case V4L2_PIX_FMT_YUYV:
shader = SHADER_YUV;
texture_mode = TEXTURE_YUV;
break;
}
if (shader == 0) {
return NULL;
}
GLuint frame_buffer;
glGenFramebuffers(1, &frame_buffer);
check_gl();
char format_def[64];
snprintf(format_def,
64,
"#define CFA_%s\n#define BITS_%d\n",
libmegapixels_format_cfa(format),
libmegapixels_format_bits_per_pixel(format));
const GLchar *def[1] = { format_def };
char shader_vertex[64];
char shader_fragment[64];
snprintf(shader_vertex,
64,
"/org/postmarketos/Megapixels/%s.vert",
gles2_shader_to_vertex(shader));
snprintf(shader_fragment,
64,
"/org/postmarketos/Megapixels/%s.frag",
gles2_shader_to_fragment(shader));
GLuint shaders[] = {
gl_util_load_shader(shader_vertex, GL_VERTEX_SHADER, NULL, 0),
gl_util_load_shader(shader_fragment, GL_FRAGMENT_SHADER, def, 1),
};
printf("Using shader %s and %s\n", shader_vertex, shader_fragment);
GLuint program = gl_util_link_program(shaders, 2);
glBindAttribLocation(program, VERTEX_ATTRIBUTE, "vert");
glBindAttribLocation(program, TEX_COORD_ATTRIBUTE, "tex_coord");
check_gl();
GLES2Debayer *self = malloc(sizeof(GLES2Debayer));
self->format = format;
self->shader = shader;
self->texture_mode = texture_mode;
self->frame_buffer = frame_buffer;
self->program = program;
self->uniform_transform = glGetUniformLocation(self->program, "transform");
self->uniform_pixel_size = glGetUniformLocation(self->program, "pixel_size");
self->uniform_padding_ratio =
glGetUniformLocation(self->program, "padding_ratio");
self->uniform_texture = glGetUniformLocation(self->program, "texture");
self->uniform_color_matrix =
glGetUniformLocation(self->program, "color_matrix");
self->uniform_inv_gamma = glGetUniformLocation(self->program, "inv_gamma");
self->uniform_blacklevel = glGetUniformLocation(self->program, "blacklevel");
if (libmegapixels_format_bits_per_pixel(self->format) == 10)
self->uniform_row_length =
glGetUniformLocation(self->program, "row_length");
check_gl();
self->quad = gl_util_new_quad();
return self;
}
void
gles2_debayer_free(GLES2Debayer *self)
{
glDeleteFramebuffers(1, &self->frame_buffer);
glDeleteProgram(self->program);
free(self);
}
void
gles2_debayer_use(GLES2Debayer *self)
{
assert(self != NULL);
glUseProgram(self->program);
check_gl();
gl_util_bind_quad(self->quad);
}
void
gles2_debayer_set_shading(GLES2Debayer *self,
float red,
float blue,
float blacklevel)
{
if (self->forward_matrix[0]) {
float wb[9] = {
// clang-format off
red, 0, 0,
0, 1, 0,
0, 0, blue,
// clang-format on
};
float colormat[9];
float xyz[9];
float xyzd65[9];
multiply_matrices(wb, self->forward_matrix, xyz);
multiply_matrices(xyz, XYZD50_to_D65, xyzd65);
multiply_matrices(xyzd65, XYZD65_to_sRGB, colormat);
glUniformMatrix3fv(
self->uniform_color_matrix, 1, GL_FALSE, colormat);
} else if (self->shader == SHADER_YUV) {
glUniformMatrix3fv(
self->uniform_color_matrix, 1, GL_FALSE, YUV_to_RGB);
} else {
glUniformMatrix3fv(
self->uniform_color_matrix, 1, GL_FALSE, IDENTITY);
}
check_gl();
glUniform1f(self->uniform_blacklevel, blacklevel);
check_gl();
}
void
gles2_debayer_configure(GLES2Debayer *self,
const uint32_t dst_width,
const uint32_t dst_height,
const uint32_t src_width,
const uint32_t src_height,
const uint32_t rotation,
const bool mirrored,
struct MPCameraCalibration calibration)
{
glViewport(0, 0, (int)dst_width, (int)dst_height);
check_gl();
/* Rotation matrix for orientation correction */
GLfloat rotation_list[4] = { 0, -1, 0, 1 };
int rotation_index = 4 - (int)rotation / 90;
GLfloat sin_rot = rotation_list[rotation_index];
GLfloat cos_rot = rotation_list[(rotation_index + 1) % 4];
GLfloat scale_x = mirrored ? 1 : -1;
GLfloat matrix[9] = {
// clang-format off
cos_rot * scale_x, sin_rot, 0,
-sin_rot * scale_x, cos_rot, 0,
0, 0, 1,
// clang-format on
};
glUniformMatrix3fv(self->uniform_transform, 1, GL_FALSE, matrix);
check_gl();
GLfloat pixel_size_x = 1.0f / src_width;
GLfloat pixel_size_y = 1.0f / src_height;
glUniform2f(self->uniform_pixel_size, pixel_size_x, pixel_size_y);
check_gl();
/* Color calibration curves and matrices */
float gamma = 1.0f;
for (int i = 2; i < calibration.tone_curve_length; i += 2) {
float g = calibration.tone_curve[i + 1] / calibration.tone_curve[i];
if (g > gamma) {
gamma = g;
}
}
glUniform1f(self->uniform_inv_gamma, 1.0f / gamma);
check_gl();
for (int i = 0; i < 9; i++) {
self->forward_matrix[i] = calibration.forward_matrix_1[i];
}
gles2_debayer_set_shading(self, 1.0f, 1.0f, 0.0f);
GLuint row_length =
libmegapixels_mode_width_to_bytes(self->format, src_width);
if (libmegapixels_format_bits_per_pixel(self->format) == 10) {
assert(src_width % 4 == 0);
glUniform1f(self->uniform_row_length, row_length);
check_gl();
}
GLuint padding_bytes =
libmegapixels_mode_width_to_padding(self->format, src_width);
GLfloat padding_ratio = (float)row_length / (row_length + padding_bytes);
glUniform1f(self->uniform_padding_ratio, padding_ratio);
}
void
gles2_debayer_process(GLES2Debayer *self, GLuint dst_id, GLuint source_id)
{
glBindFramebuffer(GL_FRAMEBUFFER, self->frame_buffer);
glBindTexture(GL_TEXTURE_2D, dst_id);
glFramebufferTexture2D(
GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_id, 0);
check_gl();
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, source_id);
glUniform1i(self->uniform_texture, 0);
check_gl();
gl_util_draw_quad(self->quad);
}
/* Returns which fragment file to use for a particular shader */
const char*
gles2_shader_to_fragment(int shader)
{
switch (shader) {
case SHADER_DEBAYER:
return "debayer";
case SHADER_DEBAYER_PACKED:
return "debayer_packed";
case SHADER_YUV:
return "yuv";
default:
return "solid";
}
}
/* Returns which vertex file to use for a particular shader */
const char*
gles2_shader_to_vertex(int shader)
{
switch (shader) {
case SHADER_DEBAYER:
case SHADER_DEBAYER_PACKED:
return "debayer";
case SHADER_YUV:
return "yuv";
default:
return "solid";
}
}