Debayering (bayer 2 rgb) with opengl glshader gst-1.5.1
Christian Sell
christian at gsvitec.com
Wed Aug 19 05:05:14 PDT 2015
I have verified it: to do any rendering at all, a GL program must consist of at
least a vertex and a fragment shader. These work together. Roughly speaking, the
vertex shader determines the working position, and the fragment shader
determines the work to be done at that position.
> Christian Sell <christian at gsvitec.com> hat am 19. August 2015 um 13:58
> geschrieben:
>
> Hi,
>
> I am not the ultimate expert on GL shader programming, but I dont think you
> can do without a vertex shader at all. In the particular case of the
> debayering stuff, the vertex shader computes the values of xCoord, yCoord and
> center based on the previously mentioned input parameters. These values are
> then used by the pixel shader. So unless the input parameters are correctly
> set, nothing will work.
>
> chris
>
> > > Hamdi Rakkez <hamdi.rakez.selotec at gmail.com> hat am 19. August 2015 um
> > > 13:26 geschrieben:
> >
> > Great explanation Christian.
> > * Actually I am using only the pixel shader file.
> > * The source is successfully entered from gstreamer to the shader.
> > * SourceSize and first red are in the vertex shader which I am not
> > using.
> > Question :
> > * Is it necessary, for the debayering to work, to use both files
> > (vertex and pixel shader). If yes, is it possible to have them both in one
> > file so I can deal with input parameters statically.
> > thanks.
> >
> > Best,
> > Hamdi
> >
> >
> > On Wed, Aug 19, 2015 at 12:15 PM, Christian Sell <christian at gsvitec.com
> > <mailto:christian at gsvitec.com> > wrote:
> > > > > Hello,
> > >
> > > I am not sure how the glshader element works, but I do know how that
> > > shader program works, because we are successfully using it. Actually, we
> > > are using the GL variant for client-side debayering (outside of gstreamer,
> > > immediately before the data is displayed) and the CL variant for
> > > debayering inside the gstreamer pipeline with a custom element.
> > >
> > > There are 2 things I am doubtful with regard to the glshader element:
> > >
> > > 1. the debayering code consists of a vertex and a pixel (aka fragment)
> > > shader. How are these integrated into glshader?
> > > 2. the code expects several parameters to be set from the outside,
> > > namely "source" (input buffer), "sourceSize" (an array with values width,
> > > height, 1/width, 1/height) and "firstRed" (a 0/1 combination describing
> > > the bayer pattern in use)
> > >
> > > I dont see how these prerequistes would be met by glshader..
> > >
> > > regards,
> > > Chris
> > >
> > >
> > > > > > > Hamdi Rakkez <hamdi.rakez.selotec at gmail.com
> > > > > > > <mailto:hamdi.rakez.selotec at gmail.com> > hat am 19. August
> > > > > > > 2015 um 12:06 geschrieben:
> > > >
> > > >
> > > > Hi,
> > > >
> > > > I am trying to use shaders to decode bayer images to RGB images.
> > > >
> > > > I don't want to use the bayer2rgb element.
> > > >
> > > > So, according to this
> > > > http://graphics.cs.williams.edu/papers/BayerJGT09/#shaders it is
> > > > possible to user gl shaders for demosaicing a bayer image.
> > > >
> > > > I have used the shader file along with glshader in a pipeline like
> > > > this :
> > > >
> > > > > > > > > gst-launch-1.0 -v filesrc location=bayer_file.avi !
> > > > > > > > > avidemux ! glupload ! glshader location=bayerRGB.GLSL
> > > > > > > > > ! glimagesink
> > > > > > > > >
> > > >
> > > > But, I have a very noisy result, and an image of the result is
> > > > attached to this Email.
> > > >
> > > > Any ideas why such behavior.
> > > >
> > > > Thank you
> > > > _______________________________________________
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> > > >
> > > > > > >
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>
> Christian Sell
>
> GS Vitec GmbH
> Im Ziegelhaus 6-8
> D-63571 Gelnhausen
>
> mail: christian at gsvitec.com
> mobil: +49 (0) 173 5384289
>
> Tel: +49 (0) 6051 601.26-90
> Fax: +49 (0) 6051 601.26-91
>
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