qcam: viewfinder_gl: Change uniform float tex_stepx to vec2 tex_step
In preparation to extend the supported formats, extend the tex_stepx uniform to cover the steps between texels in both horizontal and vertical directions. Signed-off-by: Andrey Konovalov <andrey.konovalov@linaro.org> Reviewed-by: Paul Elder <paul.elder@ideasonboard.com> Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
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Laurent Pinchart
parent
12809ff171
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fa52c0f22f
@@ -289,7 +289,7 @@ bool ViewFinderGL::createFragmentShader()
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textureUniformY_ = shaderProgram_.uniformLocation("tex_y");
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textureUniformU_ = shaderProgram_.uniformLocation("tex_u");
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textureUniformV_ = shaderProgram_.uniformLocation("tex_v");
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textureUniformStepX_ = shaderProgram_.uniformLocation("tex_stepx");
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textureUniformStep_ = shaderProgram_.uniformLocation("tex_step");
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/* Create the textures. */
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for (std::unique_ptr<QOpenGLTexture> &texture : textures_) {
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@@ -508,8 +508,9 @@ void ViewFinderGL::doRender()
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* ([0, 1]). There are exactly width - 1 steps between the
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* leftmost and rightmost texels.
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*/
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shaderProgram_.setUniformValue(textureUniformStepX_,
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1.0f / (size_.width() / 2 - 1));
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shaderProgram_.setUniformValue(textureUniformStep_,
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1.0f / (size_.width() / 2 - 1),
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1.0f /* not used */);
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break;
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case libcamera::formats::ABGR8888:
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