From 5b609e7a44f188bb167ad8507472c274f3172105 Mon Sep 17 00:00:00 2001 From: Hans de Goede Date: Tue, 6 Jan 2026 17:00:47 +0000 Subject: [PATCH] libcamera: shaders: Fix input sampling when width != stride When bayer_unpacked.vert is calculating the center and x/yCoord values stride != width is taken into account for x/yCoord deltas since it is taken into account by debayer_egl when setting the x part of tex_step uniform. But it is not taken into account for the center.x which is just directly copied from textureIn, leading to the input width sampling covering the entire input stride instead of just covering the input width. Use the existing and currently unused stride_factor uniform to pass the width/stride ratio and correct center.x for this. This fixes the misrendering seen on x86 laptops which is caused by the CSI2 receiver there requiring a stride which is a multiple of 32 often leading to stride != width. Signed-off-by: Hans de Goede Reviewed-by: Milan Zamazal Tested-by: Robert Mader Tested-by: Hans de Goede # ThinkPad T14s gen 6 (arm64) ov02c10 + X1c gen 12 ov08x40 Tested-by: Kieran Bingham # Lenovo X13s Signed-off-by: Bryan O'Donoghue Signed-off-by: Kieran Bingham --- src/libcamera/shaders/bayer_unpacked.vert | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/src/libcamera/shaders/bayer_unpacked.vert b/src/libcamera/shaders/bayer_unpacked.vert index fb5109ee..423dde0f 100644 --- a/src/libcamera/shaders/bayer_unpacked.vert +++ b/src/libcamera/shaders/bayer_unpacked.vert @@ -21,7 +21,7 @@ attribute vec2 textureIn; uniform mat4 proj_matrix; -uniform vec2 tex_size; /* The texture size in pixels */ +uniform vec2 tex_size; /* The texture size in pixels */ uniform vec2 tex_step; /** Pixel position of the first red pixel in the */ @@ -40,8 +40,10 @@ varying vec4 xCoord; /** of the adjacent pixels.*/ varying vec4 yCoord; +uniform float stride_factor; + void main(void) { - center.xy = textureIn; + center.xy = vec2(textureIn.x * stride_factor, textureIn.y); center.zw = textureIn * tex_size + tex_bayer_first_red; xCoord = center.x + vec4(-2.0 * tex_step.x,