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>
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Kieran Bingham
parent
7c1527cd44
commit
22b15ff683
@@ -49,14 +49,13 @@ public:
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* \brief Construct an eGLImage with explicit stride
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* \param[in] width Image width in pixels
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* \param[in] height Image height in pixels
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* \param[in] bpp Bytes per pixel
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* \param[in] stride Row stride in bytes
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* \param[in] texture_unit OpenGL texture unit
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* \param[in] texture_unit_uniform_id Shader uniform ID
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*/
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eGLImage(uint32_t width, uint32_t height, uint32_t bpp, uint32_t stride, GLenum texture_unit, uint32_t texture_unit_uniform_id)
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eGLImage(uint32_t width, uint32_t height, uint32_t stride, GLenum texture_unit, uint32_t texture_unit_uniform_id)
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: width_(width), height_(height), stride_(stride),
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framesize_(stride * height), bpp_(bpp),
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framesize_(stride * height),
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texture_unit_uniform_id_(texture_unit_uniform_id),
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texture_unit_(texture_unit)
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{
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@@ -81,7 +80,6 @@ public:
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uint32_t stride_; /**< Row stride in bytes */
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uint32_t offset_; /**< Buffer offset (reserved for future use) */
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uint32_t framesize_; /**< Total frame size in bytes (stride * height) */
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uint32_t bpp_; /**< Bytes per pixel */
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uint32_t texture_unit_uniform_id_; /**< Shader uniform id for texture unit */
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GLenum texture_unit_; /**< Texture unit associated with this image eg (GL_TEXTURE0) */
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GLuint texture_; /**< OpenGL texture object ID */
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@@ -597,10 +597,10 @@ int DebayerEGL::start()
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LOG(Debayer, Debug) << "Available fragment shader texture units " << maxTextureImageUnits;
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/* Raw bayer input as texture */
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eglImageBayerIn_ = std::make_unique<eGLImage>(width_, height_, 32, inputConfig_.stride, GL_TEXTURE0, 0);
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eglImageBayerIn_ = std::make_unique<eGLImage>(width_, height_, inputConfig_.stride, GL_TEXTURE0, 0);
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/* Texture we will render to */
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eglImageBayerOut_ = std::make_unique<eGLImage>(outputSize_.width, outputSize_.height, 31, outputConfig_.stride, GL_TEXTURE1, 1);
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eglImageBayerOut_ = std::make_unique<eGLImage>(outputSize_.width, outputSize_.height, outputConfig_.stride, GL_TEXTURE1, 1);
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if (initBayerShaders(inputPixelFormat_, outputPixelFormat_))
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return -EINVAL;
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