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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_
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