shaders.h revision 5821806d5e7f356e8fa4b058a389a808ea183019
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.
13class CCNode;
14class ContentLayerNode;
15
16typedef unsigned int GLuint;
17
18enum ShaderID {
19  SHADER_UNRECOGNIZED = 0,
20  VERTEX_SHADER_POS_TEX_YUV_STRETCH,
21  VERTEX_SHADER_POS_TEX,
22  VERTEX_SHADER_POS_TEX_TRANSFORM,
23  FRAGMENT_SHADER_YUV_VIDEO,
24  FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA,
25  FRAGMENT_SHADER_RGBA_TEX_ALPHA,
26  SHADER_ID_MAX
27};
28
29ShaderID ShaderIDFromString(std::string name);
30std::string ShaderNameFromID(ShaderID id);
31
32void ConfigAndActivateShaderForNode(CCNode* n);
33
34// Call once to set up the parameters for an entire tiled layer, then use
35// DrawTileQuad for each tile to be drawn.
36void ConfigAndActivateShaderForTiling(ContentLayerNode* n);
37
38// One-off function to set up global VBO's that will be used every time
39// we want to draw a quad.
40void InitBuffers();
41
42// Per-frame initialization of the VBO's (to replicate behavior in Chrome.)
43void BeginFrame();
44
45// Draw the quad in those VBO's.
46void DrawQuad(float width, float height);
47
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.
50void DrawTileQuad(GLuint texID, int x, int y);
51
52#endif  // GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_
53