qcam: viewfinder_gl: Merge the semi-planar UV and VU shaders

Use macros to select the U and V pattern, to avoid code duplication
between the two semi-planar shaders.

Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
This commit is contained in:
Laurent Pinchart
2020-09-13 01:04:20 +03:00
parent 0bc03960da
commit ae9e7fbf3a
4 changed files with 21 additions and 41 deletions

View File

@@ -2,7 +2,7 @@
/*
* Copyright (C) 2020, Linaro
*
* YUV_2_planes_UV.frag - Fragment shader code for NV12, NV16 and NV24 formats
* YUV_2_planes.frag - Fragment shader code for NV12, NV16 and NV24 formats
*/
#ifdef GL_ES
@@ -24,8 +24,15 @@ void main(void)
);
yuv.x = texture2D(tex_y, textureOut).r - 0.063;
#if defined(YUV_PATTERN_UV)
yuv.y = texture2D(tex_u, textureOut).r - 0.500;
yuv.z = texture2D(tex_u, textureOut).g - 0.500;
#elif defined(YUV_PATTERN_VU)
yuv.y = texture2D(tex_u, textureOut).g - 0.500;
yuv.z = texture2D(tex_u, textureOut).r - 0.500;
#else
#error Invalid pattern
#endif
rgb = yuv2rgb_bt601_mat * yuv;
gl_FragColor = vec4(rgb, 1.0);

View File

@@ -1,32 +0,0 @@
/* SPDX-License-Identifier: LGPL-2.1-or-later */
/*
* Copyright (C) 2020, Linaro
*
* YUV_2_planes_VU.frag - Fragment shader code for NV21, NV61 and NV42 formats
*/
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 textureOut;
uniform sampler2D tex_y;
uniform sampler2D tex_u;
void main(void)
{
vec3 yuv;
vec3 rgb;
mat3 yuv2rgb_bt601_mat = mat3(
vec3(1.164, 1.164, 1.164),
vec3(0.000, -0.392, 2.017),
vec3(1.596, -0.813, 0.000)
);
yuv.x = texture2D(tex_y, textureOut).r - 0.063;
yuv.y = texture2D(tex_u, textureOut).g - 0.500;
yuv.z = texture2D(tex_u, textureOut).r - 0.500;
rgb = yuv2rgb_bt601_mat * yuv;
gl_FragColor = vec4(rgb, 1.0);
}

View File

@@ -2,8 +2,7 @@
<!DOCTYPE RCC><RCC version="1.0">
<qresource>
<file>YUV.vert</file>
<file>YUV_2_planes_UV.frag</file>
<file>YUV_2_planes_VU.frag</file>
<file>YUV_2_planes.frag</file>
<file>YUV_3_planes.frag</file>
</qresource>
</RCC>

View File

@@ -106,32 +106,38 @@ bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
case libcamera::formats::NV12:
horzSubSample_ = 2;
vertSubSample_ = 2;
fragmentShaderFile_ = ":YUV_2_planes_UV.frag";
fragmentShaderDefines_.append("#define YUV_PATTERN_UV");
fragmentShaderFile_ = ":YUV_2_planes.frag";
break;
case libcamera::formats::NV21:
horzSubSample_ = 2;
vertSubSample_ = 2;
fragmentShaderFile_ = ":YUV_2_planes_VU.frag";
fragmentShaderDefines_.append("#define YUV_PATTERN_VU");
fragmentShaderFile_ = ":YUV_2_planes.frag";
break;
case libcamera::formats::NV16:
horzSubSample_ = 2;
vertSubSample_ = 1;
fragmentShaderFile_ = ":YUV_2_planes_UV.frag";
fragmentShaderDefines_.append("#define YUV_PATTERN_UV");
fragmentShaderFile_ = ":YUV_2_planes.frag";
break;
case libcamera::formats::NV61:
horzSubSample_ = 2;
vertSubSample_ = 1;
fragmentShaderFile_ = ":YUV_2_planes_VU.frag";
fragmentShaderDefines_.append("#define YUV_PATTERN_VU");
fragmentShaderFile_ = ":YUV_2_planes.frag";
break;
case libcamera::formats::NV24:
horzSubSample_ = 1;
vertSubSample_ = 1;
fragmentShaderFile_ = ":YUV_2_planes_UV.frag";
fragmentShaderDefines_.append("#define YUV_PATTERN_UV");
fragmentShaderFile_ = ":YUV_2_planes.frag";
break;
case libcamera::formats::NV42:
horzSubSample_ = 1;
vertSubSample_ = 1;
fragmentShaderFile_ = ":YUV_2_planes_VU.frag";
fragmentShaderDefines_.append("#define YUV_PATTERN_VU");
fragmentShaderFile_ = ":YUV_2_planes.frag";
break;
case libcamera::formats::YUV420:
horzSubSample_ = 2;