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</o:shapelayout></xml><![endif]--></head><body lang=DE link=blue vlink=purple><div class=WordSection1><p class=MsoNormal><span lang=EN-US style='font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1F497D;mso-fareast-language:EN-US'>I have looked into this subject. Using shader-based debayering is IMO really something you want to do close to the UI, for these reasons:<o:p></o:p></span></p><p class=MsoNormal><span lang=EN-US style='font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1F497D;mso-fareast-language:EN-US'><o:p> </o:p></span></p><p class=MsoListParagraph style='text-indent:-18.0pt;mso-list:l0 level1 lfo1'><![if !supportLists]><span lang=EN-US style='font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1F497D;mso-fareast-language:EN-US'><span style='mso-list:Ignore'>-<span style='font:7.0pt "Times New Roman"'>          </span></span></span><![endif]><span lang=EN-US style='font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1F497D;mso-fareast-language:EN-US'>You need an OpenGL context to install the shader. This is typically only available close to the UI<o:p></o:p></span></p><p class=MsoListParagraph style='text-indent:-18.0pt;mso-list:l0 level1 lfo1'><![if !supportLists]><span lang=EN-US style='font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1F497D;mso-fareast-language:EN-US'><span style='mso-list:Ignore'>-<span style='font:7.0pt "Times New Roman"'>          </span></span></span><![endif]><span lang=EN-US style='font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1F497D;mso-fareast-language:EN-US'>You also save bandwidth, because the debayered material is 3-4 times bigger than the non-debayered<o:p></o:p></span></p><p class=MsoNormal><span lang=EN-US style='font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1F497D;mso-fareast-language:EN-US'><o:p> </o:p></span></p><p class=MsoNormal><span lang=EN-US style='font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1F497D;mso-fareast-language:EN-US'>For these reasons I have some to the conclusion that a gstreamer element is not the right place to do shader-based debayering.<o:p></o:p></span></p><p class=MsoNormal><span lang=EN-US style='font-size:11.0pt;font-family:"Calibri",sans-serif;color:#1F497D;mso-fareast-language:EN-US'><o:p> </o:p></span></p><p class=MsoNormal><b><span style='font-size:11.0pt;font-family:"Calibri",sans-serif'>Von:</span></b><span style='font-size:11.0pt;font-family:"Calibri",sans-serif'> gstreamer-devel [mailto:gstreamer-devel-bounces@lists.freedesktop.org] <b>Im Auftrag von </b>Hamdi Rakkez<br><b>Gesendet:</b> Donnerstag, 23. Juli 2015 18:03<br><b>An:</b> Nicolas Dufresne <nicolas.dufresne@collabora.com>; Discussion of the development of and with GStreamer <gstreamer-devel@lists.freedesktop.org><br><b>Betreff:</b> Re: bayer to YV12 conversion<o:p></o:p></span></p><p class=MsoNormal><o:p> </o:p></p><div><div><p class=MsoNormal><span style='font-size:18.0pt;font-family:"Trebuchet MS",sans-serif;color:#073763'>I see and it's very interesting to have an element which is based on GL shaders and convert bayer to raw-YV12.<o:p></o:p></span></p></div><div><p class=MsoNormal><span style='font-size:18.0pt;font-family:"Trebuchet MS",sans-serif;color:#073763'><o:p> </o:p></span></p></div><div><p class=MsoNormal><span style='font-size:18.0pt;font-family:"Trebuchet MS",sans-serif;color:#073763'>Thanks.<o:p></o:p></span></p></div></div><div><p class=MsoNormal><o:p> </o:p></p><div><p class=MsoNormal>On Thu, Jul 23, 2015 at 4:23 PM, Nicolas Dufresne <<a href="mailto:nicolas.dufresne@collabora.com" target="_blank">nicolas.dufresne@collabora.com</a>> wrote:<o:p></o:p></p><blockquote style='border:none;border-left:solid #CCCCCC 1.0pt;padding:0cm 0cm 0cm 6.0pt;margin-left:4.8pt;margin-right:0cm'><p class=MsoNormal style='margin-bottom:12.0pt'>Le jeudi 23 juillet 2015 à 15:15 +0100, Hamdi Rakkez a écrit :<br>> - x-bayer,format=any -------> x-raw,format=YV12<br>><br>> I don't want to use bayer2rgb then use glcolorspace or videoconvert<br>> to pass from RGB to YV12.<br><br>There is no direct converter at the moment. The fact that bayer is not<br>considered a video/x-raw format might make it difficult to get into<br>videoconvert in the end. Someone would have to put serious thought into<br>that. Dealing with bayer format in software is also rare, which means<br>rare are the hackers that cares. Feel free to propose an element for<br>that. If you think it can be done with GL shaders, you could consider<br>adding glbayer2yuv filter (or using two GPU pass, glbayer2rgb followed<br>by glcolorscale (would ideally be glcolorconvert in 1.5+).<br><span style='color:#888888'><br><span class=hoenzb>Nicolas</span></span><br>_______________________________________________<br>gstreamer-devel mailing list<br><a href="mailto:gstreamer-devel@lists.freedesktop.org">gstreamer-devel@lists.freedesktop.org</a><br><a href="http://lists.freedesktop.org/mailman/listinfo/gstreamer-devel" target="_blank">http://lists.freedesktop.org/mailman/listinfo/gstreamer-devel</a><o:p></o:p></p></blockquote></div><p class=MsoNormal><o:p> </o:p></p></div></div></body></html>