Second pass at OpenGL debayering
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1ffaba5f7e
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aa8b2409d9
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@ -1,6 +1,8 @@
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precision mediump float;
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uniform sampler2D texture;
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// uniform sampler2D srgb_map;
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uniform mat3 color_matrix;
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varying vec2 uv1;
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varying vec2 uv2;
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@ -24,5 +26,11 @@ void main() {
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mix(pixels.yzw, pixels.xyz, is_top_left.y),
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is_top_left.x);
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gl_FragColor = vec4(color, 0);
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vec3 srgb_color = pow(color, vec3(1.0 / 2.2));
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// vec3 srgb_color = vec3(
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// texture2D(srgb_map, vec2(color.r, 0)).r,
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// texture2D(srgb_map, vec2(color.g, 0)).r,
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// texture2D(srgb_map, vec2(color.b, 0)).r);
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gl_FragColor = vec4((color_matrix * srgb_color).bgr, 0);
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}
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@ -13,6 +13,8 @@ varying vec2 pixel_coord;
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void main() {
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uv1 = tex_coord - pixel_size / 2.0;
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uv2 = tex_coord + pixel_size / 2.0;
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uv1 += pixel_size;
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uv2 += pixel_size;
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pixel_coord = uv1 / pixel_size;
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gl_Position = vec4(transform * vec3(vert, 1), 1);
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@ -27,6 +27,9 @@ struct _GLQuickPreview {
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GLuint uniform_transform;
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GLuint uniform_pixel_size;
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GLuint uniform_texture;
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GLuint uniform_srgb_map;
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GLuint uniform_color_matrix;
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GLuint srgb_texture;
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};
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static GLuint load_shader(const char *path, GLenum type)
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@ -73,6 +76,27 @@ static GLuint load_shader(const char *path, GLenum type)
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return shader;
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}
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// static const uint8_t srgb[] = {
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// 0, 12, 21, 28, 33, 38, 42, 46, 49, 52, 55, 58, 61, 63, 66, 68, 70,
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// 73, 75, 77, 79, 81, 82, 84, 86, 88, 89, 91, 93, 94, 96, 97, 99, 100,
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// 102, 103, 104, 106, 107, 109, 110, 111, 112, 114, 115, 116, 117, 118,
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// 120, 121, 122, 123, 124, 125, 126, 127, 129, 130, 131, 132, 133, 134,
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// 135, 136, 137, 138, 139, 140, 141, 142, 142, 143, 144, 145, 146, 147,
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// 148, 149, 150, 151, 151, 152, 153, 154, 155, 156, 157, 157, 158, 159,
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// 160, 161, 161, 162, 163, 164, 165, 165, 166, 167, 168, 168, 169, 170,
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// 171, 171, 172, 173, 174, 174, 175, 176, 176, 177, 178, 179, 179, 180,
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// 181, 181, 182, 183, 183, 184, 185, 185, 186, 187, 187, 188, 189, 189,
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// 190, 191, 191, 192, 193, 193, 194, 194, 195, 196, 196, 197, 197, 198,
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// 199, 199, 200, 201, 201, 202, 202, 203, 204, 204, 205, 205, 206, 206,
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// 207, 208, 208, 209, 209, 210, 210, 211, 212, 212, 213, 213, 214, 214,
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// 215, 215, 216, 217, 217, 218, 218, 219, 219, 220, 220, 221, 221, 222,
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// 222, 223, 223, 224, 224, 225, 226, 226, 227, 227, 228, 228, 229, 229,
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// 230, 230, 231, 231, 232, 232, 233, 233, 234, 234, 235, 235, 236, 236,
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// 237, 237, 237, 238, 238, 239, 239, 240, 240, 241, 241, 242, 242, 243,
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// 243, 244, 244, 245, 245, 245, 246, 246, 247, 247, 248, 248, 249, 249,
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// 250, 250, 251, 251, 251, 252, 252, 253, 253, 254, 254, 255
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// };
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GLQuickPreview *gl_quick_preview_new()
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{
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GLuint frame_buffer;
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@ -87,9 +111,7 @@ GLQuickPreview *gl_quick_preview_new()
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glAttachShader(program, frag);
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glBindAttribLocation(program, VERTEX_ATTRIBUTE, "vert");
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check_gl();
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glBindAttribLocation(program, TEX_COORD_ATTRIBUTE, "tex_coord");
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check_gl();
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glLinkProgram(program);
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check_gl();
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@ -108,22 +130,35 @@ GLQuickPreview *gl_quick_preview_new()
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printf("Program log: %s\n", log);
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free(log);
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}
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check_gl();
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// GLuint srgb_texture;
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// glGenTextures(1, &srgb_texture);
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// check_gl();
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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check_gl();
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// glBindTexture(GL_TEXTURE_2D, srgb_texture);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// check_gl();
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 256, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, srgb);
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// check_gl();
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// glBindTexture(GL_TEXTURE_2D, 0);
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GLQuickPreview *self = malloc(sizeof(GLQuickPreview));
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self->frame_buffer = frame_buffer;
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self->program = program;
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self->uniform_transform = glGetUniformLocation(self->program, "transform");
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check_gl();
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self->uniform_pixel_size = glGetUniformLocation(self->program, "pixel_size");
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check_gl();
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self->uniform_texture = glGetUniformLocation(self->program, "texture");
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check_gl();
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self->uniform_color_matrix = glGetUniformLocation(self->program, "color_matrix");
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self->uniform_srgb_map = glGetUniformLocation(self->program, "srgb_map");
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// self->srgb_texture = srgb_texture;
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return self;
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}
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@ -191,6 +226,30 @@ gl_quick_preview(GLQuickPreview *self,
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glUniform1i(self->uniform_texture, 0);
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check_gl();
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// glActiveTexture(GL_TEXTURE1);
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// glBindTexture(GL_TEXTURE_2D, self->srgb_texture);
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// glUniform1i(self->uniform_srgb_map, 1);
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// check_gl();
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if (colormatrix)
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{
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GLfloat transposed[9];
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for (int i = 0; i < 3; ++i)
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for (int j = 0; j < 3; ++j)
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transposed[i + j * 3] = colormatrix[j + i * 3];
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glUniformMatrix3fv(self->uniform_color_matrix, 1, GL_FALSE, transposed);
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}
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else
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{
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static const GLfloat identity[9] = {
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1, 0, 0,
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0, 1, 0,
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0, 0, 1,
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};
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glUniformMatrix3fv(self->uniform_color_matrix, 1, GL_FALSE, identity);
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}
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glVertexAttribPointer(VERTEX_ATTRIBUTE, 2, GL_FLOAT, 0, 0, square_vertices);
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check_gl();
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glEnableVertexAttribArray(VERTEX_ATTRIBUTE);
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@ -17,6 +17,8 @@
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <gdk/gdkwayland.h>
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#include <sys/mman.h>
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#include <drm/drm_fourcc.h>
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#define TIFFTAG_FORWARDMATRIX1 50964
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@ -166,6 +168,7 @@ static EGLContext egl_context = EGL_NO_CONTEXT;
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// static struct buffer output_buffers[NUM_BUFFERS];
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static PFNEGLEXPORTDMABUFIMAGEMESAPROC eglExportDMABUFImageMESA;
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static PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC eglExportDMABUFImageQueryMESA;
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static const char *
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egl_get_error_str()
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@ -276,6 +279,8 @@ init_gl(MPPipeline *pipeline, GdkWindow **window)
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eglExportDMABUFImageMESA = (PFNEGLEXPORTDMABUFIMAGEMESAPROC)
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eglGetProcAddress("eglExportDMABUFImageMESA");
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eglExportDMABUFImageQueryMESA = (PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC)
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eglGetProcAddress("eglExportDMABUFImageQueryMESA");
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// Generate textures for the buffers
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// GLuint textures[NUM_BUFFERS * 2];
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@ -292,7 +297,6 @@ init_gl(MPPipeline *pipeline, GdkWindow **window)
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// output_buffers[i].dma_fd = -1;
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// }
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check_gl();
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gl_quick_preview_state = gl_quick_preview_new();
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check_gl();
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@ -310,6 +314,8 @@ process_image_for_preview(const uint8_t *image)
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{
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cairo_surface_t *surface;
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clock_t t1 = clock();
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if (gl_quick_preview_state && ql_quick_preview_supports_format(gl_quick_preview_state, mode.pixel_format)) {
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#ifdef RENDERDOC
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if (rdoc_api) rdoc_api->StartFrameCapture(NULL, NULL);
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@ -323,6 +329,8 @@ process_image_for_preview(const uint8_t *image)
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glBindTexture(GL_TEXTURE_2D, textures[0]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, mode.width, mode.height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, image);
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check_gl();
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surface = cairo_image_surface_create(
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CAIRO_FORMAT_RGB24, preview_width, preview_height);
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uint8_t *pixels = cairo_image_surface_get_data(surface);
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uint32_t *pixels = (uint32_t *)cairo_image_surface_get_data(surface);
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glFinish();
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clock_t t2 = clock();
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printf("%fms\n", (float)(t2 - t1) / CLOCKS_PER_SEC * 1000);
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// {
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// glBindTexture(GL_TEXTURE_2D, textures[1]);
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// EGLImage egl_image = eglCreateImage(egl_display, egl_context, EGL_GL_TEXTURE_2D, (EGLClientBuffer)(size_t)textures[1], NULL);
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// // Make sure it's in the expected format
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// int fourcc;
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// eglExportDMABUFImageQueryMESA(egl_display, egl_image, &fourcc, NULL, NULL);
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// assert(fourcc == DRM_FORMAT_ABGR8888);
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// int dmabuf_fd;
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// int stride, offset;
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// eglExportDMABUFImageMESA(egl_display, egl_image, &dmabuf_fd, &stride, &offset);
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// int fsize = lseek(dmabuf_fd, 0, SEEK_END);
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// printf("SIZE %d STRIDE %d OFFSET %d SIZE %d:%d\n", fsize, stride, offset, preview_width, preview_height);
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// size_t size = stride * preview_height;
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// uint32_t *data = mmap(NULL, fsize, PROT_READ, MAP_SHARED, dmabuf_fd, 0);
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// assert(data != MAP_FAILED);
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// int pixel_stride = stride / 4;
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// for (size_t y = 0; y < preview_height; ++y) {
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// for (size_t x = 0; x < preview_width; ++x) {
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// uint32_t p = data[x + y * pixel_stride];
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// pixels[x + y * preview_width] = p;
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// // uint16_t p = data[x + y * stride];
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// // uint32_t r = (p & 0b11111);
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// // uint32_t g = ((p >> 5) & 0b11111);
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// // uint32_t b = ((p >> 10) & 0b11111);
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// // pixels[x + y * preview_width] = (r << 16) | (g << 8) | b;
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// }
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// // memcpy(pixels + preview_width * y, data + stride * y, preview_width * sizeof(uint32_t));
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// }
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// {
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// FILE *f = fopen("test.raw", "w");
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// fwrite(data, fsize, 1, f);
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// fclose(f);
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// }
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// // memcpy(pixels, data, size);
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// munmap(data, size);
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// close(dmabuf_fd);
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// }
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glReadPixels(0, 0, preview_width, preview_height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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check_gl();
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@ -8,7 +8,7 @@
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#include <stdio.h>
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/* Linear -> sRGB lookup table */
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static const int srgb[] = {
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static const uint8_t srgb[] = {
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0, 12, 21, 28, 33, 38, 42, 46, 49, 52, 55, 58, 61, 63, 66, 68, 70,
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73, 75, 77, 79, 81, 82, 84, 86, 88, 89, 91, 93, 94, 96, 97, 99, 100,
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102, 103, 104, 106, 107, 109, 110, 111, 112, 114, 115, 116, 117, 118,
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