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_
12 // Forward declarations.
14 class ContentLayerNode
;
16 typedef unsigned int GLuint
;
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
,
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.
42 // Per-frame initialization of the VBO's (to replicate behavior in Chrome.)
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_