qcam: viewfinder_gl: Rename shader files
Rename shader files to prepare for packed YUYV support: - The NV prefix isn't a good match for packed (or for 3-planar) formats, replace it with a YUV prefix - Use .frag and .vert extensions to differentiate between fragment and vertex shaders Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
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@@ -101,42 +101,42 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
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case libcamera::formats::NV12:
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horzSubSample_ = 2;
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vertSubSample_ = 2;
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fragmentShaderSrc_ = ":NV_2_planes_UV_f.glsl";
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fragmentShaderSrc_ = ":YUV_2_planes_UV.frag";
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break;
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case libcamera::formats::NV21:
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horzSubSample_ = 2;
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vertSubSample_ = 2;
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fragmentShaderSrc_ = ":NV_2_planes_VU_f.glsl";
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fragmentShaderSrc_ = ":YUV_2_planes_VU.frag";
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break;
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case libcamera::formats::NV16:
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horzSubSample_ = 2;
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vertSubSample_ = 1;
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fragmentShaderSrc_ = ":NV_2_planes_UV_f.glsl";
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fragmentShaderSrc_ = ":YUV_2_planes_UV.frag";
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break;
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case libcamera::formats::NV61:
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horzSubSample_ = 2;
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vertSubSample_ = 1;
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fragmentShaderSrc_ = ":NV_2_planes_VU_f.glsl";
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fragmentShaderSrc_ = ":YUV_2_planes_VU.frag";
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break;
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case libcamera::formats::NV24:
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horzSubSample_ = 1;
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vertSubSample_ = 1;
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fragmentShaderSrc_ = ":NV_2_planes_UV_f.glsl";
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fragmentShaderSrc_ = ":YUV_2_planes_UV.frag";
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break;
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case libcamera::formats::NV42:
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horzSubSample_ = 1;
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vertSubSample_ = 1;
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fragmentShaderSrc_ = ":NV_2_planes_VU_f.glsl";
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fragmentShaderSrc_ = ":YUV_2_planes_VU.frag";
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break;
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case libcamera::formats::YUV420:
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horzSubSample_ = 2;
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vertSubSample_ = 2;
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fragmentShaderSrc_ = ":NV_3_planes_f.glsl";
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fragmentShaderSrc_ = ":YUV_3_planes.frag";
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break;
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case libcamera::formats::YVU420:
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horzSubSample_ = 2;
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vertSubSample_ = 2;
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fragmentShaderSrc_ = ":NV_3_planes_f.glsl";
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fragmentShaderSrc_ = ":YUV_3_planes.frag";
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break;
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default:
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ret = false;
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@@ -154,7 +154,7 @@ bool ViewFinderGL::createVertexShader()
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vertexShader_ = new QOpenGLShader(QOpenGLShader::Vertex, this);
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/* Compile the vertex shader */
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if (!vertexShader_->compileSourceFile(":NV_vertex_shader.glsl")) {
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if (!vertexShader_->compileSourceFile(":YUV.vert")) {
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qWarning() << "[ViewFinderGL]:" << vertexShader_->log();
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return false;
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}
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