egl: Remove bpp variable

It's unused and, in one case, was set wrongly.

Signed-off-by: Robert Mader <robert.mader@collabora.com>
Reviewed-by: Hans de Goede <johannes.goede@oss.qualcomm.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Reviewed-by: Bryan O'Donoghue <bryan.odonoghue@linaro.org>
Tested-by: Hans de Goede <johannes.goede@oss.qualcomm.com> # Thinkpad X1 Carbon G13 IPU7 ov08x40
Tested-by: Milan Zamazal <mzamazal@redhat.com> # TI AM69
Signed-off-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
This commit is contained in:
Robert Mader
2026-01-12 11:37:38 +01:00
committed by Kieran Bingham
parent 7c1527cd44
commit 22b15ff683
2 changed files with 4 additions and 6 deletions

View File

@@ -49,14 +49,13 @@ public:
* \brief Construct an eGLImage with explicit stride
* \param[in] width Image width in pixels
* \param[in] height Image height in pixels
* \param[in] bpp Bytes per pixel
* \param[in] stride Row stride in bytes
* \param[in] texture_unit OpenGL texture unit
* \param[in] texture_unit_uniform_id Shader uniform ID
*/
eGLImage(uint32_t width, uint32_t height, uint32_t bpp, uint32_t stride, GLenum texture_unit, uint32_t texture_unit_uniform_id)
eGLImage(uint32_t width, uint32_t height, uint32_t stride, GLenum texture_unit, uint32_t texture_unit_uniform_id)
: width_(width), height_(height), stride_(stride),
framesize_(stride * height), bpp_(bpp),
framesize_(stride * height),
texture_unit_uniform_id_(texture_unit_uniform_id),
texture_unit_(texture_unit)
{
@@ -81,7 +80,6 @@ public:
uint32_t stride_; /**< Row stride in bytes */
uint32_t offset_; /**< Buffer offset (reserved for future use) */
uint32_t framesize_; /**< Total frame size in bytes (stride * height) */
uint32_t bpp_; /**< Bytes per pixel */
uint32_t texture_unit_uniform_id_; /**< Shader uniform id for texture unit */
GLenum texture_unit_; /**< Texture unit associated with this image eg (GL_TEXTURE0) */
GLuint texture_; /**< OpenGL texture object ID */

View File

@@ -597,10 +597,10 @@ int DebayerEGL::start()
LOG(Debayer, Debug) << "Available fragment shader texture units " << maxTextureImageUnits;
/* Raw bayer input as texture */
eglImageBayerIn_ = std::make_unique<eGLImage>(width_, height_, 32, inputConfig_.stride, GL_TEXTURE0, 0);
eglImageBayerIn_ = std::make_unique<eGLImage>(width_, height_, inputConfig_.stride, GL_TEXTURE0, 0);
/* Texture we will render to */
eglImageBayerOut_ = std::make_unique<eGLImage>(outputSize_.width, outputSize_.height, 31, outputConfig_.stride, GL_TEXTURE1, 1);
eglImageBayerOut_ = std::make_unique<eGLImage>(outputSize_.width, outputSize_.height, outputConfig_.stride, GL_TEXTURE1, 1);
if (initBayerShaders(inputPixelFormat_, outputPixelFormat_))
return -EINVAL;