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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 #include "gpu/tools/compositor_model_bench/shaders.h" | 5 #include "gpu/tools/compositor_model_bench/shaders.h" |
| 6 | 6 |
| 7 #include <algorithm> | 7 #include <algorithm> |
| 8 | 8 |
| 9 #include "gpu/tools/compositor_model_bench/render_model_utils.h" | 9 #include "gpu/tools/compositor_model_bench/render_model_utils.h" |
| 10 #include "gpu/tools/compositor_model_bench/render_tree.h" | 10 #include "gpu/tools/compositor_model_bench/render_tree.h" |
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| 74 } | 74 } |
| 75 | 75 |
| 76 static void TranslateInPlace(float* m, float tx, float ty, float tz) { | 76 static void TranslateInPlace(float* m, float tx, float ty, float tz) { |
| 77 m[12] += tx; | 77 m[12] += tx; |
| 78 m[13] += ty; | 78 m[13] += ty; |
| 79 m[14] += tz; | 79 m[14] += tz; |
| 80 } | 80 } |
| 81 | 81 |
| 82 /////////////////////////////////////////////////////////////////////////////// | 82 /////////////////////////////////////////////////////////////////////////////// |
| 83 | 83 |
| 84 ShaderID ShaderIDFromString(std::string name) { | 84 ShaderID ShaderIDFromString(const std::string& name) { |
| 85 if (name == "VertexShaderPosTexYUVStretch") | 85 if (name == "VertexShaderPosTexYUVStretch") |
| 86 return VERTEX_SHADER_POS_TEX_YUV_STRETCH; | 86 return VERTEX_SHADER_POS_TEX_YUV_STRETCH; |
| 87 if (name == "VertexShaderPosTex") | 87 if (name == "VertexShaderPosTex") |
| 88 return VERTEX_SHADER_POS_TEX; | 88 return VERTEX_SHADER_POS_TEX; |
| 89 if (name == "VertexShaderPosTexTransform") | 89 if (name == "VertexShaderPosTexTransform") |
| 90 return VERTEX_SHADER_POS_TEX_TRANSFORM; | 90 return VERTEX_SHADER_POS_TEX_TRANSFORM; |
| 91 if (name == "FragmentShaderYUVVideo") | 91 if (name == "FragmentShaderYUVVideo") |
| 92 return FRAGMENT_SHADER_YUV_VIDEO; | 92 return FRAGMENT_SHADER_YUV_VIDEO; |
| 93 if (name == "FragmentShaderRGBATexFlipAlpha") | 93 if (name == "FragmentShaderRGBATexFlipAlpha") |
| 94 return FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA; | 94 return FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA; |
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| 441 float center_y = (top+bottom)/2 - g_current_tile_layer_height/2; | 441 float center_y = (top+bottom)/2 - g_current_tile_layer_height/2; |
| 442 TranslateInPlace(mv_transform, center_x, center_y, 0.0); | 442 TranslateInPlace(mv_transform, center_x, center_y, 0.0); |
| 443 | 443 |
| 444 Project(mv_transform, proj_transform); | 444 Project(mv_transform, proj_transform); |
| 445 GLint mat = glGetUniformLocationARB(prog, "matrix"); | 445 GLint mat = glGetUniformLocationARB(prog, "matrix"); |
| 446 glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform); | 446 glUniformMatrix4fvARB(mat, 1, GL_TRUE, proj_transform); |
| 447 | 447 |
| 448 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); | 448 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0); |
| 449 } | 449 } |
| 450 | 450 |
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