qcam: Support OpenGL ES 2.0

The GL_RG and GL_RED texture formats are not supported in OpenGL ES
prior to 3.0. In order to be compatible with OpenGL ES 2.0, use
GL_LUMINANCE_ALPHA and GL_LUMINANCE instead. The shader code needs to be
updated accordingly for GL_RG, as the second component is now stored in
the alpha component instead of the green component. Usage of the red
component is fine, the luminance value is stored in the red, green and
blue components.

Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Reviewed-by: Andrey Konovalov <andrey.konovalov@linaro.org>
This commit is contained in:
Laurent Pinchart
2021-08-03 12:02:55 +03:00
parent 86eac92fcf
commit c615807bc4
2 changed files with 22 additions and 22 deletions

View File

@@ -26,9 +26,9 @@ 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;
yuv.z = texture2D(tex_u, textureOut).a - 0.500;
#elif defined(YUV_PATTERN_VU)
yuv.y = texture2D(tex_u, textureOut).g - 0.500;
yuv.y = texture2D(tex_u, textureOut).a - 0.500;
yuv.z = texture2D(tex_u, textureOut).r - 0.500;
#else
#error Invalid pattern

View File

@@ -481,11 +481,11 @@ void ViewFinderGL::doRender()
configureTexture(*textures_[0]);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RED,
GL_LUMINANCE,
size_.width(),
size_.height(),
0,
GL_RED,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
data_);
shaderProgram_.setUniformValue(textureUniformY_, 0);
@@ -495,11 +495,11 @@ void ViewFinderGL::doRender()
configureTexture(*textures_[1]);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RG,
GL_LUMINANCE_ALPHA,
size_.width() / horzSubSample_,
size_.height() / vertSubSample_,
0,
GL_RG,
GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE,
data_ + size_.width() * size_.height());
shaderProgram_.setUniformValue(textureUniformU_, 1);
@@ -511,11 +511,11 @@ void ViewFinderGL::doRender()
configureTexture(*textures_[0]);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RED,
GL_LUMINANCE,
size_.width(),
size_.height(),
0,
GL_RED,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
data_);
shaderProgram_.setUniformValue(textureUniformY_, 0);
@@ -525,11 +525,11 @@ void ViewFinderGL::doRender()
configureTexture(*textures_[1]);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RED,
GL_LUMINANCE,
size_.width() / horzSubSample_,
size_.height() / vertSubSample_,
0,
GL_RED,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
data_ + size_.width() * size_.height());
shaderProgram_.setUniformValue(textureUniformU_, 1);
@@ -539,11 +539,11 @@ void ViewFinderGL::doRender()
configureTexture(*textures_[2]);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RED,
GL_LUMINANCE,
size_.width() / horzSubSample_,
size_.height() / vertSubSample_,
0,
GL_RED,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
data_ + size_.width() * size_.height() * 5 / 4);
shaderProgram_.setUniformValue(textureUniformV_, 2);
@@ -555,11 +555,11 @@ void ViewFinderGL::doRender()
configureTexture(*textures_[0]);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RED,
GL_LUMINANCE,
size_.width(),
size_.height(),
0,
GL_RED,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
data_);
shaderProgram_.setUniformValue(textureUniformY_, 0);
@@ -569,11 +569,11 @@ void ViewFinderGL::doRender()
configureTexture(*textures_[2]);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RED,
GL_LUMINANCE,
size_.width() / horzSubSample_,
size_.height() / vertSubSample_,
0,
GL_RED,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
data_ + size_.width() * size_.height());
shaderProgram_.setUniformValue(textureUniformV_, 2);
@@ -583,11 +583,11 @@ void ViewFinderGL::doRender()
configureTexture(*textures_[1]);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RED,
GL_LUMINANCE,
size_.width() / horzSubSample_,
size_.height() / vertSubSample_,
0,
GL_RED,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
data_ + size_.width() * size_.height() * 5 / 4);
shaderProgram_.setUniformValue(textureUniformU_, 1);
@@ -674,18 +674,18 @@ void ViewFinderGL::doRender()
case libcamera::formats::SRGGB12_CSI2P:
/*
* Raw Bayer 8-bit, and packed raw Bayer 10-bit/12-bit formats
* are stored in GL_RED texture.
* The texture width is equal to the stride.
* are stored in a GL_LUMINANCE texture. The texture width is
* equal to the stride.
*/
glActiveTexture(GL_TEXTURE0);
configureTexture(*textures_[0]);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RED,
GL_LUMINANCE,
stride_,
size_.height(),
0,
GL_RED,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
data_);
shaderProgram_.setUniformValue(textureUniformY_, 0);