diff --git a/include/libcamera/internal/egl.h b/include/libcamera/internal/egl.h index 7b810773..21e2aa9d 100644 --- a/include/libcamera/internal/egl.h +++ b/include/libcamera/internal/egl.h @@ -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 */ diff --git a/src/libcamera/software_isp/debayer_egl.cpp b/src/libcamera/software_isp/debayer_egl.cpp index 1c13b72a..9693d725 100644 --- a/src/libcamera/software_isp/debayer_egl.cpp +++ b/src/libcamera/software_isp/debayer_egl.cpp @@ -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(width_, height_, 32, inputConfig_.stride, GL_TEXTURE0, 0); + eglImageBayerIn_ = std::make_unique(width_, height_, inputConfig_.stride, GL_TEXTURE0, 0); /* Texture we will render to */ - eglImageBayerOut_ = std::make_unique(outputSize_.width, outputSize_.height, 31, outputConfig_.stride, GL_TEXTURE1, 1); + eglImageBayerOut_ = std::make_unique(outputSize_.width, outputSize_.height, outputConfig_.stride, GL_TEXTURE1, 1); if (initBayerShaders(inputPixelFormat_, outputPixelFormat_)) return -EINVAL;