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
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7c1527cd44
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22b15ff683
@@ -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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