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Unified Diff: gpu/tools/compositor_model_bench/shaders.h

Issue 7718020: Initial checkin of the compositor_model_bench tool, which simulates the GPU demands of Chromium's... (Closed) Base URL: http://src.chromium.org/svn/trunk/src/
Patch Set: '' Created 9 years, 4 months ago
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Index: gpu/tools/compositor_model_bench/shaders.h
===================================================================
--- gpu/tools/compositor_model_bench/shaders.h (revision 0)
+++ gpu/tools/compositor_model_bench/shaders.h (revision 0)
@@ -0,0 +1,54 @@
+// Copyright (c) 2011 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+// Shaders from Chromium and an interface for setting them up
+
+#ifndef GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_
+#define GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_
+
+#include <string>
+
+// Forward declarations.
+struct CCNode;
+struct ContentLayerNode;
+class TextureBuilder;
+
+typedef unsigned int GLuint;
+
+enum ShaderID {
+ SHADER_UNRECOGNIZED = 0,
+ VERTEX_SHADER_POS_TEX_YUV_STRETCH,
+ VERTEX_SHADER_POS_TEX,
+ VERTEX_SHADER_POS_TEX_TRANSFORM,
+ FRAGMENT_SHADER_YUV_VIDEO,
+ FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA,
+ FRAGMENT_SHADER_RGBA_TEX_ALPHA,
+ SHADER_ID_MAX
+};
+
+ShaderID ShaderIDFromString(std::string name);
+std::string ShaderNameFromID(ShaderID id);
+
+void ConfigAndActivateShaderForNode(CCNode* n);
+
+// Call once to set up the parameters for an entire tiled layer, then use
+// DrawTileQuad for each tile to be drawn.
+void ConfigAndActivateShaderForTiling(ContentLayerNode* n);
+
+// One-off function to set up global VBO's that will be used every time
+// we want to draw a quad.
+void InitBuffers();
+
+// Per-frame initialization of the VBO's (to replicate behavior in Chrome.)
+void BeginFrame();
+
+// Draw the quad in those VBO's.
+void DrawQuad(float width, float height);
+
+// Draw the quad in those VBO's for an individual tile within a tiled layer.
+// x and y give the 2D index of the tile.
+void DrawTileQuad(GLuint texID, int x, int y);
+
+#endif // GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_
+
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