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53 lines
1.5 KiB
C++
53 lines
1.5 KiB
C++
// Copyright (c) 2011 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// Shaders from Chromium and an interface for setting them up
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#ifndef GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_
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#define GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_
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#include <string>
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// Forward declarations.
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class CCNode;
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class ContentLayerNode;
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typedef unsigned int GLuint;
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enum ShaderID {
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SHADER_UNRECOGNIZED = 0,
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VERTEX_SHADER_POS_TEX_YUV_STRETCH,
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VERTEX_SHADER_POS_TEX,
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VERTEX_SHADER_POS_TEX_TRANSFORM,
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FRAGMENT_SHADER_YUV_VIDEO,
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FRAGMENT_SHADER_RGBA_TEX_FLIP_ALPHA,
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FRAGMENT_SHADER_RGBA_TEX_ALPHA,
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SHADER_ID_MAX
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};
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ShaderID ShaderIDFromString(std::string name);
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std::string ShaderNameFromID(ShaderID id);
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void ConfigAndActivateShaderForNode(CCNode* n);
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// Call once to set up the parameters for an entire tiled layer, then use
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// DrawTileQuad for each tile to be drawn.
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void ConfigAndActivateShaderForTiling(ContentLayerNode* n);
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// One-off function to set up global VBO's that will be used every time
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// we want to draw a quad.
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void InitBuffers();
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// Per-frame initialization of the VBO's (to replicate behavior in Chrome.)
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void BeginFrame();
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// Draw the quad in those VBO's.
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void DrawQuad(float width, float height);
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// Draw the quad in those VBO's for an individual tile within a tiled layer.
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// x and y give the 2D index of the tile.
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void DrawTileQuad(GLuint texID, int x, int y);
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#endif // GPU_TOOLS_COMPOSITOR_MODEL_BENCH_SHADERS_H_
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