blob: de7cfc90b62e416cc8c89c16276cffebd1c2338f [file] [log] [blame]
// Copyright 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.
#include "base/basictypes.h"
#include "gpu/command_buffer/client/gles2_interface.h"
#include "third_party/khronos/GLES2/gl2.h"
#include "third_party/khronos/GLES2/gl2ext.h"
#include "ui/gfx/geometry/rect_f.h"
namespace gfx {
class QuadF;
class Quad;
class QuadIndex;
class PointF;
namespace cc {
struct GeometryBindingVertex {
float a_position[3];
float a_texCoord[2];
// Index of the vertex, divide by 4 to have the matrix for this quad.
float a_index;
struct GeometryBindingQuad {
GeometryBindingQuad(const GeometryBindingVertex& vert0,
const GeometryBindingVertex& vert1,
const GeometryBindingVertex& vert2,
const GeometryBindingVertex& vert3);
GeometryBindingVertex v0, v1, v2, v3;
struct GeometryBindingQuadIndex {
GeometryBindingQuadIndex(uint16 index0,
uint16 index1,
uint16 index2,
uint16 index3,
uint16 index4,
uint16 index5);
uint16 data[6];
class DrawQuad;
class DrawPolygon;
struct GeometryBinding {
// All layer shaders share the same attribute locations for the vertex
// positions and texture coordinates. This allows switching shaders without
// rebinding attribute arrays.
static int PositionAttribLocation() { return 0; }
static int TexCoordAttribLocation() { return 1; }
static int TriangleIndexAttribLocation() { return 2; }
void SetupGLContext(gpu::gles2::GLES2Interface* gl,
GLuint quad_elements_vbo,
GLuint quad_vertices_vbo);
} // namespace cc