calibration
This commit is contained in:
@@ -8,7 +8,7 @@ from openpilot.system.hardware import TICI
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from openpilot.system.ui.lib.application import gui_app
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from openpilot.system.ui.lib.egl import init_egl, create_egl_image, destroy_egl_image, bind_egl_image_to_texture, EGLImage
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from openpilot.system.ui.widgets import Widget
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from openpilot.selfdrive.ui.ui_state import ui_state
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from openpilot.selfdrive.ui.ui_state import ui_state, UIStatus
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CONNECTION_RETRY_INTERVAL = 0.2 # seconds between connection attempts
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@@ -37,52 +37,70 @@ void main() {
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}
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"""
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FRAME_FRAGMENT_SHADER_EGL = """
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#version 300 es
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#extension GL_OES_EGL_image_external_essl3 : enable
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precision mediump float;
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in vec2 fragTexCoord;
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uniform samplerExternalOES texture0;
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out vec4 fragColor;
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uniform int enhance_driver;
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# Choose fragment shader based on platform capabilities
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if TICI:
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FRAME_FRAGMENT_SHADER = """
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#version 300 es
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#extension GL_OES_EGL_image_external_essl3 : enable
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precision mediump float;
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in vec2 fragTexCoord;
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uniform samplerExternalOES texture0;
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out vec4 fragColor;
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uniform int engaged;
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uniform int enhance_driver;
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void main() {
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vec4 color = texture(texture0, fragTexCoord);
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color.rgb = pow(color.rgb, vec3(1.0/1.28));
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if (enhance_driver == 1) {
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float brightness = 1.1;
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color.rgb = color.rgb + 0.15;
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color.rgb = clamp((color.rgb - 0.5) * (brightness * 0.8) + 0.5, 0.0, 1.0);
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color.rgb = color.rgb * color.rgb * (3.0 - 2.0 * color.rgb);
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color.rgb = pow(color.rgb, vec3(0.8));
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void main() {
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vec4 color = texture(texture0, fragTexCoord);
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if (engaged == 1) {
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float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114)); // Luma
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color.rgb = mix(vec3(gray), color.rgb, 0.2); // 20% saturation
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color.rgb = clamp((color.rgb - 0.5) * 1.2 + 0.5, 0.0, 1.0); // +20% contrast
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color.rgb = pow(color.rgb, vec3(1.0/1.28));
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} else {
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color.rgb *= 0.85; // 85% opacity
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}
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if (enhance_driver == 1) {
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float brightness = 1.1;
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color.rgb = color.rgb + 0.15;
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color.rgb = clamp((color.rgb - 0.5) * (brightness * 0.8) + 0.5, 0.0, 1.0);
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color.rgb = color.rgb * color.rgb * (3.0 - 2.0 * color.rgb);
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color.rgb = pow(color.rgb, vec3(0.8));
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}
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fragColor = vec4(color.rgb, color.a);
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}
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fragColor = vec4(color.rgb, color.a);
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}
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"""
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"""
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else:
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FRAME_FRAGMENT_SHADER = VERSION + """
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in vec2 fragTexCoord;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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out vec4 fragColor;
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uniform int engaged;
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uniform int enhance_driver;
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FRAME_FRAGMENT_SHADER_TEXTURES = VERSION + """
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in vec2 fragTexCoord;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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out vec4 fragColor;
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uniform int enhance_driver;
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void main() {
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float y = texture(texture0, fragTexCoord).r;
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vec2 uv = texture(texture1, fragTexCoord).ra - 0.5;
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vec3 rgb = vec3(y + 1.402*uv.y, y - 0.344*uv.x - 0.714*uv.y, y + 1.772*uv.x);
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// TODO: the images out of camerad need some more correction and
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// the ui should apply a gamma curve for the device display
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if (enhance_driver == 1) {
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float brightness = 1.1;
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rgb = rgb + 0.15;
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rgb = clamp((rgb - 0.5) * (brightness * 0.8) + 0.5, 0.0, 1.0);
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rgb = rgb * rgb * (3.0 - 2.0 * rgb);
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rgb = pow(rgb, vec3(0.8));
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void main() {
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float y = texture(texture0, fragTexCoord).r;
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vec2 uv = texture(texture1, fragTexCoord).ra - 0.5;
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vec3 rgb = vec3(y + 1.402*uv.y, y - 0.344*uv.x - 0.714*uv.y, y + 1.772*uv.x);
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if (engaged == 1) {
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float gray = dot(rgb, vec3(0.299, 0.587, 0.114));
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rgb = mix(vec3(gray), rgb, 0.2); // 20% saturation
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rgb = clamp((rgb - 0.5) * 1.2 + 0.5, 0.0, 1.0); // +20% contrast
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} else {
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rgb *= 0.85; // 85% opacity
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}
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// TODO: the images out of camerad need some more correction and
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// the ui should apply a gamma curve for the device display
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if (enhance_driver == 1) {
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float brightness = 1.1;
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rgb = rgb + 0.15;
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rgb = clamp((rgb - 0.5) * (brightness * 0.8) + 0.5, 0.0, 1.0);
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rgb = rgb * rgb * (3.0 - 2.0 * rgb);
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rgb = pow(rgb, vec3(0.8));
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}
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fragColor = vec4(rgb, 1.0);
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}
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fragColor = vec4(rgb, 1.0);
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}
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"""
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"""
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class CameraView(Widget):
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@@ -101,6 +119,12 @@ class CameraView(Widget):
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self._texture_needs_update = True
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self.last_connection_attempt: float = 0.0
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self.shader = rl.load_shader_from_memory(VERTEX_SHADER, FRAME_FRAGMENT_SHADER)
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self._texture1_loc: int = rl.get_shader_location(self.shader, "texture1") if not TICI else -1
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self._engaged_loc = rl.get_shader_location(self.shader, "engaged")
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self._engaged_val = rl.ffi.new("int[1]", [1])
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self._enhance_driver_loc = rl.get_shader_location(self.shader, "enhance_driver")
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self._enhance_driver_val = rl.ffi.new("int[1]", [1 if stream_type == VisionStreamType.VISION_STREAM_DRIVER else 0])
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self.frame: VisionBuf | None = None
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self.texture_y: rl.Texture | None = None
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@@ -111,18 +135,12 @@ class CameraView(Widget):
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self.egl_texture: rl.Texture | None = None
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self._placeholder_color: rl.Color | None = None
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self._use_egl = TICI and init_egl()
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fragment_shader = FRAME_FRAGMENT_SHADER_EGL if self._use_egl else FRAME_FRAGMENT_SHADER_TEXTURES
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self.shader = rl.load_shader_from_memory(VERTEX_SHADER, fragment_shader)
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self._texture1_loc: int = rl.get_shader_location(self.shader, "texture1") if not self._use_egl else -1
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self._enhance_driver_loc = rl.get_shader_location(self.shader, "enhance_driver")
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self._enhance_driver_val = rl.ffi.new("int[1]", [1 if stream_type == VisionStreamType.VISION_STREAM_DRIVER else 0])
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# Initialize EGL for zero-copy rendering on TICI
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if TICI:
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if not init_egl():
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raise RuntimeError("Failed to initialize EGL")
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# Keep the UI alive if EGL cannot be used on device startup.
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if TICI and not self._use_egl:
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cloudlog.warning(f"Failed to initialize EGL for {self._name}; falling back to texture rendering")
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elif self._use_egl:
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# Create a 1x1 pixel placeholder texture for EGL image binding
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temp_image = rl.gen_image_color(1, 1, rl.BLACK)
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self.egl_texture = rl.load_texture_from_image(temp_image)
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@@ -136,11 +154,11 @@ class CameraView(Widget):
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# Prevent old frames from showing when going onroad. Qt has a separate thread
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# which drains the VisionIpcClient SubSocket for us. Re-connecting is not enough
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# and only clears internal buffers, not the message queue.
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self.frame = None
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self.available_streams.clear()
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if self.client:
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del self.client
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self.client = VisionIpcClient(self._name, self._stream_type, conflate=True)
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self.frame = None
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def _set_placeholder_color(self, color: rl.Color):
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"""Set a placeholder color to be drawn when no frame is available."""
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@@ -170,7 +188,7 @@ class CameraView(Widget):
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self._clear_textures()
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# Clean up EGL texture
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if self.egl_texture:
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if TICI and self.egl_texture:
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rl.unload_texture(self.egl_texture)
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self.egl_texture = None
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@@ -245,7 +263,7 @@ class CameraView(Widget):
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dst_rect = rl.Rectangle(x_offset, y_offset, scale_x, scale_y)
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# Render with appropriate method
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if self._use_egl:
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if TICI:
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self._render_egl(src_rect, dst_rect)
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else:
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self._render_textures(src_rect, dst_rect)
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@@ -279,7 +297,7 @@ class CameraView(Widget):
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# Render with shader
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rl.begin_shader_mode(self.shader)
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self._update_shader_uniforms()
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self._update_texture_color_filtering()
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rl.draw_texture_pro(self.egl_texture, src_rect, dst_rect, rl.Vector2(0, 0), 0.0, rl.WHITE)
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rl.end_shader_mode()
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@@ -299,12 +317,14 @@ class CameraView(Widget):
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# Render with shader
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rl.begin_shader_mode(self.shader)
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self._update_shader_uniforms()
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self._update_texture_color_filtering()
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rl.set_shader_value_texture(self.shader, self._texture1_loc, self.texture_uv)
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rl.draw_texture_pro(self.texture_y, src_rect, dst_rect, rl.Vector2(0, 0), 0.0, rl.WHITE)
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rl.end_shader_mode()
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def _update_shader_uniforms(self):
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def _update_texture_color_filtering(self):
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self._engaged_val[0] = 1 if ui_state.status != UIStatus.DISENGAGED else 0
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rl.set_shader_value(self.shader, self._engaged_loc, self._engaged_val, rl.ShaderUniformDataType.SHADER_UNIFORM_INT)
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rl.set_shader_value(self.shader, self._enhance_driver_loc, self._enhance_driver_val, rl.ShaderUniformDataType.SHADER_UNIFORM_INT)
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def _ensure_connection(self) -> bool:
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@@ -356,7 +376,6 @@ class CameraView(Widget):
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self.client = self._target_client
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self._stream_type = self._target_stream_type
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self._texture_needs_update = True
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self._enhance_driver_val[0] = 1 if self._stream_type == VisionStreamType.VISION_STREAM_DRIVER else 0
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# Reset state
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self._target_client = None
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@@ -368,7 +387,7 @@ class CameraView(Widget):
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def _initialize_textures(self):
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self._clear_textures()
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if not self._use_egl:
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if not TICI:
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self.texture_y = rl.load_texture_from_image(rl.Image(None, int(self.client.stride),
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int(self.client.height), 1, rl.PixelFormat.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE))
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self.texture_uv = rl.load_texture_from_image(rl.Image(None, int(self.client.stride // 2),
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@@ -384,7 +403,7 @@ class CameraView(Widget):
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self.texture_uv = None
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# Clean up EGL resources
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if self._use_egl:
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if TICI:
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for data in self.egl_images.values():
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destroy_egl_image(data)
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self.egl_images = {}
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@@ -37,30 +37,32 @@ void main() {
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}
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"""
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FRAME_FRAGMENT_SHADER_EGL = """
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#version 300 es
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#extension GL_OES_EGL_image_external_essl3 : enable
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precision mediump float;
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in vec2 fragTexCoord;
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uniform samplerExternalOES texture0;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(texture0, fragTexCoord);
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fragColor = vec4(pow(color.rgb, vec3(1.0/1.28)), color.a);
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}
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"""
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FRAME_FRAGMENT_SHADER_TEXTURES = VERSION + """
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in vec2 fragTexCoord;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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out vec4 fragColor;
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void main() {
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float y = texture(texture0, fragTexCoord).r;
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vec2 uv = texture(texture1, fragTexCoord).ra - 0.5;
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fragColor = vec4(y + 1.402*uv.y, y - 0.344*uv.x - 0.714*uv.y, y + 1.772*uv.x, 1.0);
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}
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"""
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# Choose fragment shader based on platform capabilities
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if TICI:
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FRAME_FRAGMENT_SHADER = """
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#version 300 es
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#extension GL_OES_EGL_image_external_essl3 : enable
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precision mediump float;
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in vec2 fragTexCoord;
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uniform samplerExternalOES texture0;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(texture0, fragTexCoord);
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fragColor = vec4(pow(color.rgb, vec3(1.0/1.28)), color.a);
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}
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"""
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else:
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FRAME_FRAGMENT_SHADER = VERSION + """
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in vec2 fragTexCoord;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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out vec4 fragColor;
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void main() {
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float y = texture(texture0, fragTexCoord).r;
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vec2 uv = texture(texture1, fragTexCoord).ra - 0.5;
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fragColor = vec4(y + 1.402*uv.y, y - 0.344*uv.x - 0.714*uv.y, y + 1.772*uv.x, 1.0);
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}
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"""
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class CameraView(Widget):
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@@ -79,6 +81,8 @@ class CameraView(Widget):
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self._texture_needs_update = True
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self.last_connection_attempt: float = 0.0
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self.shader = rl.load_shader_from_memory(VERTEX_SHADER, FRAME_FRAGMENT_SHADER)
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self._texture1_loc: int = rl.get_shader_location(self.shader, "texture1") if not TICI else -1
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self.frame: VisionBuf | None = None
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self.texture_y: rl.Texture | None = None
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@@ -89,16 +93,12 @@ class CameraView(Widget):
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self.egl_texture: rl.Texture | None = None
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self._placeholder_color: rl.Color | None = None
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self._use_egl = TICI and init_egl()
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fragment_shader = FRAME_FRAGMENT_SHADER_EGL if self._use_egl else FRAME_FRAGMENT_SHADER_TEXTURES
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self.shader = rl.load_shader_from_memory(VERTEX_SHADER, fragment_shader)
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self._texture1_loc: int = rl.get_shader_location(self.shader, "texture1") if not self._use_egl else -1
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# Initialize EGL for zero-copy rendering on TICI
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if TICI:
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if not init_egl():
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raise RuntimeError("Failed to initialize EGL")
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# Keep the UI alive if EGL cannot be used on device startup.
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if TICI and not self._use_egl:
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cloudlog.warning(f"Failed to initialize EGL for {self._name}; falling back to texture rendering")
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elif self._use_egl:
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# Create a 1x1 pixel placeholder texture for EGL image binding
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temp_image = rl.gen_image_color(1, 1, rl.BLACK)
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self.egl_texture = rl.load_texture_from_image(temp_image)
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@@ -146,7 +146,7 @@ class CameraView(Widget):
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self._clear_textures()
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# Clean up EGL texture
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if self.egl_texture:
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if TICI and self.egl_texture:
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rl.unload_texture(self.egl_texture)
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self.egl_texture = None
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@@ -220,7 +220,7 @@ class CameraView(Widget):
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dst_rect = rl.Rectangle(x_offset, y_offset, scale_x, scale_y)
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# Render with appropriate method
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if self._use_egl:
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if TICI:
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self._render_egl(src_rect, dst_rect)
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else:
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self._render_textures(src_rect, dst_rect)
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@@ -337,7 +337,7 @@ class CameraView(Widget):
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def _initialize_textures(self):
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self._clear_textures()
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if not self._use_egl:
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if not TICI:
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self.texture_y = rl.load_texture_from_image(rl.Image(None, int(self.client.stride),
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int(self.client.height), 1, rl.PixelFormat.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE))
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self.texture_uv = rl.load_texture_from_image(rl.Image(None, int(self.client.stride // 2),
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@@ -353,7 +353,7 @@ class CameraView(Widget):
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self.texture_uv = None
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# Clean up EGL resources
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if self._use_egl:
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if TICI:
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for data in self.egl_images.values():
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destroy_egl_image(data)
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self.egl_images = {}
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