Upstreaming browser/ui/uikit_ui_util from iOS.
[chromium-blink-merge.git] / gpu / tools / compositor_model_bench / shaders.h
blob459403542fd061b994277f6245a5df0fe3a3afb2
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.
5 // Shaders from Chromium and an interface for setting them up
7 #ifndef GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_
8 #define GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_
10 #include <string>
12 // Forward declarations.
13 class CCNode;
14 class ContentLayerNode;
16 typedef unsigned int GLuint;
18 enum 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
29 ShaderID ShaderIDFromString(std::string name);
30 std::string ShaderNameFromID(ShaderID id);
32 void ConfigAndActivateShaderForNode(CCNode* n);
34 // Call once to set up the parameters for an entire tiled layer, then use
35 // DrawTileQuad for each tile to be drawn.
36 void ConfigAndActivateShaderForTiling(ContentLayerNode* n);
38 // One-off function to set up global VBO's that will be used every time
39 // we want to draw a quad.
40 void InitBuffers();
42 // Per-frame initialization of the VBO's (to replicate behavior in Chrome.)
43 void BeginFrame();
45 // Draw the quad in those VBO's.
46 void DrawQuad(float width, float height);
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.
50 void DrawTileQuad(GLuint texID, int x, int y);
52 #endif // GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_