| 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_
|
| +
|
|
|