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// Copyright (c) 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.
// Shaders from Chromium and an interface for setting them up
#ifndef GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_
#define GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_
#include <string>
// Forward declarations.
class CCNode;
class ContentLayerNode;
typedef unsigned int GLuint;
enum ShaderID {
SHADER_UNRECOGNIZED = 0,
VERTEX_SHADER_POS_TEX_YUV_STRETCH,
VERTEX_SHADER_POS_TEX,
VERTEX_SHADER_POS_TEX_TRANSFORM,
FRAGMENT_SHADER_YUV_VIDEO,
FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA,
FRAGMENT_SHADER_RGBA_TEX_ALPHA,
SHADER_ID_MAX
};
ShaderID ShaderIDFromString(const std::string& name);
std::string ShaderNameFromID(ShaderID id);
void ConfigAndActivateShaderForNode(CCNode* n);
// Call once to set up the parameters for an entire tiled layer, then use
// DrawTileQuad for each tile to be drawn.
void ConfigAndActivateShaderForTiling(ContentLayerNode* n);
// One-off function to set up global VBO's that will be used every time
// we want to draw a quad.
void InitBuffers();
// Per-frame initialization of the VBO's (to replicate behavior in Chrome.)
void BeginFrame();
// Draw the quad in those VBO's.
void DrawQuad(float width, float height);
// Draw the quad in those VBO's for an individual tile within a tiled layer.
// x and y give the 2D index of the tile.
void DrawTileQuad(GLuint texID, int x, int y);
#endif // GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_