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- pi@raspberrypi:~/Desktop/GSOC/libcamera/build/src/qcam $ ./qcam -r gles
- [0:20:05.166908550] [1352] INFO IPAManager ipa_manager.cpp:138 libcamera is not installed. Adding '/home/pi/Desktop/GSOC/libcamera/build/src/ipa' to the IPA search path
- [0:20:05.170485444] [1352] INFO Camera camera_manager.cpp:293 libcamera v0.0.0+3618-dfcf638a-dirty (2022-06-25T13:45:48+05:30)
- [0:20:05.180802513] [1354] ERROR CameraSensor camera_sensor.cpp:591 'ov5647 10-0036': Camera sensor does not support test pattern modes.
- Stream configuration adjusted to 640x480-SGBRG8
- [0:20:05.236720357] [1352] INFO Camera camera.cpp:1029 configuring streams: (0) 640x480-SGBRG8
- QOpenGLShader::compile(Fragment): 0:22(1): error: No precision specified in this scope for type `vec4'
- 0:23(1): error: No precision specified in this scope for type `vec4'
- 0:24(1): error: No precision specified in this scope for type `vec4'
- 0:29(2): error: No precision specified in this scope for type `float'
- 0:30(2): error: No precision specified in this scope for type `vec4'
- 0:33(2): error: No precision specified in this scope for type `vec2'
- 0:35(2): error: No precision specified in this scope for type `vec4'
- 0:41(2): error: No precision specified in this scope for type `vec4'
- 0:49(2): error: No precision specified in this scope for type `vec4'
- 0:55(2): error: No precision specified in this scope for type `vec4'
- 0:65(2): error: No precision specified in this scope for type `vec4'
- 0:66(2): error: No precision specified in this scope for type `vec4'
- 0:67(2): error: No precision specified in this scope for type `vec4'
- *** Problematic Fragment shader source code ***
- #ifdef GL_KHR_blend_equation_advanced
- #extension GL_ARB_fragment_coord_conventions : enable
- #extension GL_KHR_blend_equation_advanced : enable
- #endif
- #ifndef GL_FRAGMENT_PRECISION_HIGH
- #define highp mediump
- #endif
- #line 1
- /* SPDX-License-Identifier: BSD-2-Clause */
- /*
- From http://jgt.akpeters.com/papers/McGuire08/
- Efficient, High-Quality Bayer Demosaic Filtering on GPUs
- Morgan McGuire
- This paper appears in issue Volume 13, Number 4.
- ---------------------------------------------------------
- Copyright (c) 2008, Morgan McGuire. All rights reserved.
- Modified by Linaro Ltd to integrate it into libcamera.
- Copyright (C) 2021, Linaro
- */
- //Pixel Shader
- /** Monochrome RGBA or GL_LUMINANCE Bayer encoded texture.*/
- uniform sampler2D tex_y;
- varying vec4 center;
- varying vec4 yCoord;
- varying vec4 xCoord;
- void main(void) {
- #define fetch(x, y) texture2D(tex_y, vec2(x, y)).r
- float C = texture2D(tex_y, center.xy).r; // ( 0, 0)
- const vec4 kC = vec4( 4.0, 6.0, 5.0, 5.0) / 8.0;
- // Determine which of four types of pixels we are on.
- vec2 alternate = mod(floor(center.zw), 2.0);
- vec4 Dvec = vec4(
- fetch(xCoord[1], yCoord[1]), // (-1,-1)
- fetch(xCoord[1], yCoord[2]), // (-1, 1)
- fetch(xCoord[2], yCoord[1]), // ( 1,-1)
- fetch(xCoord[2], yCoord[2])); // ( 1, 1)
- vec4 PATTERN = (kC.xyz * C).xyzz;
- // Can also be a dot product with (1,1,1,1) on hardware where that is
- // specially optimized.
- // Equivalent to: D = Dvec[0] + Dvec[1] + Dvec[2] + Dvec[3];
- Dvec.xy += Dvec.zw;
- Dvec.x += Dvec.y;
- vec4 value = vec4(
- fetch(center.x, yCoord[0]), // ( 0,-2)
- fetch(center.x, yCoord[1]), // ( 0,-1)
- fetch(xCoord[0], center.y), // (-2, 0)
- fetch(xCoord[1], center.y)); // (-1, 0)
- vec4 temp = vec4(
- fetch(center.x, yCoord[3]), // ( 0, 2)
- fetch(center.x, yCoord[2]), // ( 0, 1)
- fetch(xCoord[3], center.y), // ( 2, 0)
- fetch(xCoord[2], center.y)); // ( 1, 0)
- // Even the simplest compilers should be able to constant-fold these to
- // avoid the division.
- // Note that on scalar processors these constants force computation of some
- // identical products twice.
- const vec4 kA = vec4(-1.0, -1.5, 0.5, -1.0) / 8.0;
- const vec4 kB = vec4( 2.0, 0.0, 0.0, 4.0) / 8.0;
- const vec4 kD = vec4( 0.0, 2.0, -1.0, -1.0) / 8.0;
- // Conserve constant registers and take advantage of free swizzle on load
- #define kE (kA.xywz)
- #define kF (kB.xywz)
- value += temp;
- // There are five filter patterns (identity, cross, checker,
- // theta, phi). Precompute the terms from all of them and then
- // use swizzles to assign to color channels.
- //
- // Channel Matches
- // x cross (e.g., EE G)
- // y checker (e.g., EE B)
- // z theta (e.g., EO R)
- // w phi (e.g., EO R)
- #define A (value[0])
- #define B (value[1])
- #define D (Dvec.x)
- #define E (value[2])
- #define F (value[3])
- // Avoid zero elements. On a scalar processor this saves two MADDs
- // and it has no effect on a vector processor.
- PATTERN.yzw += (kD.yz * D).xyy;
- PATTERN += (kA.xyz * A).xyzx + (kE.xyw * E).xyxz;
- PATTERN.xw += kB.xw * B;
- PATTERN.xz += kF.xz * F;
- gl_FragColor.rgb = (alternate.y == 0.0) ?
- ((alternate.x == 0.0) ?
- vec3(C, PATTERN.xy) :
- vec3(PATTERN.z, C, PATTERN.w)) :
- ((alternate.x == 0.0) ?
- vec3(PATTERN.w, C, PATTERN.z) :
- vec3(PATTERN.yx, C));
- }
- ***
- [ViewFinderGL]: "0:22(1): error: No precision specified in this scope for type `vec4'\n0:23(1): error: No precision specified in this scope for type `vec4'\n0:24(1): error: No precision specified in this scope for type `vec4'\n0:29(2): error: No precision specified in this scope for type `float'\n0:30(2): error: No precision specified in this scope for type `vec4'\n0:33(2): error: No precision specified in this scope for type `vec2'\n0:35(2): error: No precision specified in this scope for type `vec4'\n0:41(2): error: No precision specified in this scope for type `vec4'\n0:49(2): error: No precision specified in this scope for type `vec4'\n0:55(2): error: No precision specified in this scope for type `vec4'\n0:65(2): error: No precision specified in this scope for type `vec4'\n0:66(2): error: No precision specified in this scope for type `vec4'\n0:67(2): error: No precision specified in this scope for type `vec4'\n"
- [ViewFinderGL]: create fragment shader failed.
- qt.qpa.xcb: QXcbConnection: XCB error: 148 (Unknown), sequence: 192, resource id: 0, major code: 140 (Unknown), minor code: 20
- libpng warning: iCCP: known incorrect sRGB profile
- Segmentation fault
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