Remove the verbose #ifndef/#define/#endif pattern for maintaining
header idempotency, and replace it with a simple #pragma once.
This simplifies the headers, and prevents redundant changes when
header files get moved.
Signed-off-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Jean-Michel Hautbois <jeanmichel.hautbois@ideasonboard.com>
"using namespace" in a header file propagates the namespace to
the files including the header file. So it should be avoided.
This removes "using namespace" in header files in qcam.
Signed-off-by: Hirokazu Honda <hiroh@chromium.org>
Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
The RGB and YUV conversion doesn't take the stride into account, neither
when creating the textures, nor when sampling them. Fix it by using the
stride as the texture width, and multiplying the x coordinate in the
vertex shaders by a factor to only sample the active portion of the
image.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Reviewed-by: Paul Elder <paul.elder@ideasonboard.com>
Add support for the YUV420, YVU420 and YUV422 formats supported by
libcamera. YUV420 can be produced by the Raspberry Pi pipeline handler,
being able to display it is useful for testing.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Reviewed-by: Paul Elder <paul.elder@ideasonboard.com>
qcam currently assumes that no padding is used at end of lines, and uses
the image width as the stride. This leads to rendering failures with
some formats on some platforms. To prepare for stride support, add a
stride parameter to the ViewFinder::setFormat() function to pass the
stride from the stream configuration to the viewfinder.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Reviewed-by: Paul Elder <paul.elder@ideasonboard.com>
Replace the manual implementation of frame buffer mapping with the Image
class to improve code sharing. The ViewFinder API is updated to take an
Image pointer in the render() function to prepare for multi-planar
buffer support.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Jean-Michel Hautbois <jeanmichel.hautbois@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
The number of metadata planes should always match the number of frame
buffer planes. Enforce this by making the vector private and providing
accessor functions.
As this changes the public API, update all in-tree users accordingly.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Reviewed-by: Jean-Michel Hautbois <jeanmichel.hautbois@ideasonboard.com>
Reviewed-by: Hirokazu Honda <hiroh@chromium.org>
When disconnecting a signal from a receiver, it is usually not necessary
to specify the receiver's slot function explicitly, as the signal is
often connected to a single slot for a given receiver. We can thus use a
simpler version of Signal::disconnect() that takes a pointer to the
receiver object only. This reduces code size, as the disconnect()
function is a template function.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Umang Jain <umang.jain@ideasonboard.com>
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>
The shader supports all 4 packed RAW10 variants.
Simple bi-linear Bayer interpolation of nearest pixels is implemented.
The 2 LS bits of the 10-bit colour values are dropped as the RGBA
format we convert into has only 8 bits per colour.
The texture coordinates passed to the fragment shader are adjusted
to point to the nearest pixel in the image. This prevents artifacts
when the image is scaled from the frame resolution to the window size.
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>
Reduce the indentation in the gstreamer and qcam meson.build with
subdir_done(). This follows similar patterns in cam and v4l2.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
The meson.build files mix array declarations with and without a space
after the opening and before the closing square bracket. The vast
majority of cases don't use spaces, so standardize on that.
While it it, fix indentation in a few places.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
The qcam log prints one message per frame, which is pretty verbose. This
feature is useful for debugging, but not necessarily as a default
option. Silence it by default, and add a -v/--verbose command line
parameter to make the log verbose.
While this could have been handled manually by checking a verbose flag
when printing the message, the feature is instead integrated with the Qt
log infrastructure to make it more flexible. Messages printed by
qDebug() are now silenced by default and controlled by the -v/--verbose
argument.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Reviewed-by: Jacopo Mondi <jacopo@jmondi.org>
Add support for 24-bit and 32-bit RGB formats. The fragment samples the
texture and reorders the components, using a pattern set through the
RGB_PATTERN macro. The pattern stores the shader vec4 element indices
(named {r, g, b, a} by convention, for elements 0 to 3) to be extracted
from the texture samples, when interpreted by OpenGL as RGBA.
Note that, as textures are created with GL_UNSIGNED_BYTE, the RGBA
order corresponds to bytes in memory, while the libcamera formats are
named based on the components order in a 32-bit word stored in memory in
little endian format.
An alternative to manual reordering in the shader would be to set the
texture swizzling mask. This is however not available in OpenGL ES
before version 3.0, which we don't mandate at the moment.
Only the BGR888 and RGB888 formats have been tested, with the vimc
pipeline handler.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Andrey Konovalov <andrey.konovalov@linaro.org>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
When ViewFinderGL::setFormat() is called, the fragment shader is deleted
and recreated for the new format. This results in unnecessary shader
recompilation if only the size is changed and the pixel format remains
the same. Keep the existing shader in that case.
The null test for fragmentShader_ can be removed, as if the shader
program is linked, the fragment shader is guaranteed to exist.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Andrey Konovalov <andrey.konovalov@linaro.org>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
When setting a new format, the existing fragment shader is deleted and a
new shader should be created. However, the shader pointer isn't set to
nullptr after deleting it, resulting in the deleter shader being reused.
Fix it by managing shader pointers with std::unique_ptr<> to prevent
similar bugs from happening in the future.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
Allow reuse of the Request object by implementing reuse(). This means
the applications now have the responsibility of freeing the Request
objects, so make all libcamera users (cam, qcam, v4l2-compat, gstreamer,
android) do so.
Signed-off-by: Paul Elder <paul.elder@ideasonboard.com>
Reviewed-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
Reviewed-by: Jacopo Mondi <jacopo@jmondi.org>
Prepare the infrastructure to support defining preprocessor macros in
shaders:
- Rename the fragmentShaderSrc_ member to fragmentShaderFile_ to reflect
better that it contains a file name, not shader source code
- Add a new fragmentShaderDefines_ member to store preprocessor macros
- Prepend the macros to the shader source before compiling it
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>
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>
The GL renderer uses the same vertex shader for all formats. Hardcode
the file name instead of storing it in a member variable.
Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
Reviewed-by: Niklas Söderlund <niklas.soderlund@ragnatech.se>