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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 | |
5 // Shaders from Chromium and an interface for setting them up | |
6 | |
7 #ifndef GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_ | |
8 #define GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_ | |
9 | |
10 #include <string> | |
11 | |
12 // Forward declarations. | |
13 struct CCNode; | |
14 struct ContentLayerNode; | |
15 class TextureBuilder; | |
16 | |
17 typedef unsigned int GLuint; | |
18 | |
19 enum ShaderID { | |
20 SHADER_UNRECOGNIZED = 0, | |
21 VERTEX_SHADER_POS_TEX_YUV_STRETCH, | |
22 VERTEX_SHADER_POS_TEX, | |
23 VERTEX_SHADER_POS_TEX_TRANSFORM, | |
24 FRAGMENT_SHADER_YUV_VIDEO, | |
25 FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA, | |
26 FRAGMENT_SHADER_RGBA_TEX_ALPHA, | |
27 SHADER_ID_MAX | |
28 }; | |
29 | |
30 ShaderID ShaderIDFromString(std::string name); | |
31 std::string ShaderNameFromID(ShaderID id); | |
32 | |
33 void ConfigAndActivateShaderForNode(CCNode* n); | |
34 | |
35 // Call once to set up the parameters for an entire tiled layer, then use | |
36 // DrawTileQuad for each tile to be drawn. | |
37 void ConfigAndActivateShaderForTiling(ContentLayerNode* n); | |
38 | |
39 // One-off function to set up global VBO's that will be used every time | |
40 // we want to draw a quad. | |
41 void InitBuffers(); | |
42 | |
43 // Per-frame initialization of the VBO's (to replicate behavior in Chrome.) | |
44 void BeginFrame(); | |
45 | |
46 // Draw the quad in those VBO's. | |
47 void DrawQuad(float width, float height); | |
48 | |
49 // Draw the quad in those VBO's for an individual tile within a tiled layer. | |
50 // x and y give the 2D index of the tile. | |
51 void DrawTileQuad(GLuint texID, int x, int y); | |
52 | |
53 #endif // GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_ | |
54 | |
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