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