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    <title>topic Re: Using glTexDirectVIVMap what is the pixel arrangement for GL_VIV_YV12? in i.MX Processors</title>
    <link>https://community.nxp.com/t5/i-MX-Processors/Using-glTexDirectVIVMap-what-is-the-pixel-arrangement-for-GL-VIV/m-p/659113#M101114</link>
    <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;The glTextDirectVIVMap API is able to load UYVY texture. &lt;BR /&gt;What is the accurate algorithm that API convert UYVY to RGB ?&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;I found this algorithm for G2D from Processor Reference Manual.&lt;BR /&gt;16 &amp;lt;= Y &amp;lt;= 235&lt;BR /&gt;16 &amp;lt;= U &amp;lt;= 240&lt;BR /&gt;16 &amp;lt;= V &amp;lt;= 240&lt;BR /&gt;A = Y - 16&lt;BR /&gt;B = U - 128&lt;BR /&gt;C = V - 128&lt;BR /&gt;R = clip(( 298*A + 410*C + 128) &amp;gt;&amp;gt; 8)&lt;BR /&gt;G = clip((298*A - 101*B - 209*C + 128) &amp;gt;&amp;gt; 8)&lt;BR /&gt;B = clip((298*A + 519*B + 128) &amp;gt;&amp;gt; 8)&lt;/P&gt;&lt;P&gt;Is glTextDirectVIVMap API the same as G2D ?&lt;BR /&gt;I want to get a precise calculation of the GPU.&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
    <pubDate>Tue, 21 Mar 2017 05:59:20 GMT</pubDate>
    <dc:creator>linya</dc:creator>
    <dc:date>2017-03-21T05:59:20Z</dc:date>
    <item>
      <title>Using glTexDirectVIVMap what is the pixel arrangement for GL_VIV_YV12?</title>
      <link>https://community.nxp.com/t5/i-MX-Processors/Using-glTexDirectVIVMap-what-is-the-pixel-arrangement-for-GL-VIV/m-p/659111#M101112</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P style="color: #000000; background-color: #ffffff; font-size: 16px;"&gt;Hello,&lt;/P&gt;&lt;P style="color: #000000; background-color: #ffffff; font-size: 16px;"&gt;&lt;/P&gt;&lt;P style="color: #000000; background-color: #ffffff; font-size: 16px;"&gt;I'd like to have some more specific information about the function glTexDirectVIVMap from the OpenGL extension support.&lt;BR /&gt;In the i.MX 6 Graphics User's Guide, I can see that the fourth parameter of this function (GLenum format) can be either YUV or RGBA format. In my case I need to send image data in Bayer format to this function but since this format is not supported, I chose the GL_VIV_YV12 format instead and somehow tried to arrange the bytes of my Bayer image as if they were constituting the Y plane of the image data I have. I made some tests assuming that the bytes of the Y plane are stored first for an image in GL_VIV_YV12 format but I got bad results in my application.&lt;/P&gt;&lt;P style="color: #000000; background-color: #ffffff; font-size: 16px;"&gt;Could you indicate me what is the proper pixel arrangement for an image in GL_VIV_YV12 format ?&lt;/P&gt;&lt;P style="color: #000000; background-color: #ffffff; font-size: 16px;"&gt;&lt;/P&gt;&lt;P style="color: #000000; background-color: #ffffff; font-size: 16px;"&gt;Thanks.&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Thu, 08 Dec 2016 14:16:05 GMT</pubDate>
      <guid>https://community.nxp.com/t5/i-MX-Processors/Using-glTexDirectVIVMap-what-is-the-pixel-arrangement-for-GL-VIV/m-p/659111#M101112</guid>
      <dc:creator>tanguymezzano</dc:creator>
      <dc:date>2016-12-08T14:16:05Z</dc:date>
    </item>
    <item>
      <title>Re: Using glTexDirectVIVMap what is the pixel arrangement for GL_VIV_YV12?</title>
      <link>https://community.nxp.com/t5/i-MX-Processors/Using-glTexDirectVIVMap-what-is-the-pixel-arrangement-for-GL-VIV/m-p/659112#M101113</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;Hi,&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P style="color: #333333; background-color: #f5f5f5; font-size: 14px;"&gt;RGB565 and RGB formats are supported according to the driver code in the function glTextDirectVIVMap&lt;/P&gt;&lt;P style="color: #333333; background-color: #f5f5f5; font-size: 14px; margin: 10px 0px 0px;"&gt;switch (format)&lt;BR /&gt;{&lt;BR /&gt;case GL_VIV_YV12:&lt;BR /&gt;case GL_VIV_I420:&lt;BR /&gt;case GL_VIV_NV12:&lt;BR /&gt;case GL_VIV_NV21:&lt;BR /&gt;case GL_VIV_YUY2:&lt;BR /&gt;case GL_VIV_UYVY:&lt;BR /&gt;case GL_RGB565:&lt;BR /&gt;case GL_RGB:&lt;BR /&gt;case GL_RGBA:&lt;BR /&gt;case GL_BGRA_EXT:&lt;BR /&gt;case GL_RG8_EXT:&lt;BR /&gt;case GL_ALPHA:&lt;BR /&gt;case GL_LUMINANCE8_ALPHA8_EXT:&lt;BR /&gt;return GL_TRUE;&lt;/P&gt;&lt;P style="color: #333333; background-color: #f5f5f5; font-size: 14px; margin: 10px 0px 0px;"&gt;&lt;/P&gt;&lt;P style="color: #333333; background-color: #f5f5f5; font-size: 14px; margin: 10px 0px 0px;"&gt;I guess you can try to convert your bayer with&amp;nbsp;&amp;nbsp;V4L2 driver&lt;/P&gt;&lt;P style="color: #333333; background-color: #f5f5f5; font-size: 14px; margin: 10px 0px 0px;"&gt;&lt;/P&gt;&lt;P style="color: #333333; background-color: #f5f5f5; font-size: 14px; margin: 10px 0px 0px;"&gt;Regards&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Tue, 13 Dec 2016 15:06:09 GMT</pubDate>
      <guid>https://community.nxp.com/t5/i-MX-Processors/Using-glTexDirectVIVMap-what-is-the-pixel-arrangement-for-GL-VIV/m-p/659112#M101113</guid>
      <dc:creator>Bio_TICFSL</dc:creator>
      <dc:date>2016-12-13T15:06:09Z</dc:date>
    </item>
    <item>
      <title>Re: Using glTexDirectVIVMap what is the pixel arrangement for GL_VIV_YV12?</title>
      <link>https://community.nxp.com/t5/i-MX-Processors/Using-glTexDirectVIVMap-what-is-the-pixel-arrangement-for-GL-VIV/m-p/659113#M101114</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;The glTextDirectVIVMap API is able to load UYVY texture. &lt;BR /&gt;What is the accurate algorithm that API convert UYVY to RGB ?&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;I found this algorithm for G2D from Processor Reference Manual.&lt;BR /&gt;16 &amp;lt;= Y &amp;lt;= 235&lt;BR /&gt;16 &amp;lt;= U &amp;lt;= 240&lt;BR /&gt;16 &amp;lt;= V &amp;lt;= 240&lt;BR /&gt;A = Y - 16&lt;BR /&gt;B = U - 128&lt;BR /&gt;C = V - 128&lt;BR /&gt;R = clip(( 298*A + 410*C + 128) &amp;gt;&amp;gt; 8)&lt;BR /&gt;G = clip((298*A - 101*B - 209*C + 128) &amp;gt;&amp;gt; 8)&lt;BR /&gt;B = clip((298*A + 519*B + 128) &amp;gt;&amp;gt; 8)&lt;/P&gt;&lt;P&gt;Is glTextDirectVIVMap API the same as G2D ?&lt;BR /&gt;I want to get a precise calculation of the GPU.&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Tue, 21 Mar 2017 05:59:20 GMT</pubDate>
      <guid>https://community.nxp.com/t5/i-MX-Processors/Using-glTexDirectVIVMap-what-is-the-pixel-arrangement-for-GL-VIV/m-p/659113#M101114</guid>
      <dc:creator>linya</dc:creator>
      <dc:date>2017-03-21T05:59:20Z</dc:date>
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