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.
13 class CCNode;
14 class ContentLayerNode;
15 
16 typedef unsigned int GLuint;
17 
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
27 };
28 
29 ShaderID ShaderIDFromString(const std::string& name);
30 std::string ShaderNameFromID(ShaderID id);
31 
32 void 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.
36 void 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.
40 void InitBuffers();
41 
42 // Per-frame initialization of the VBO's (to replicate behavior in Chrome.)
43 void BeginFrame();
44 
45 // Draw the quad in those VBO's.
46 void 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.
50 void DrawTileQuad(GLuint texID, int x, int y);
51 
52 #endif  // GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_
53