slideshow: Add an ugly workaround for Intel’s matrix multiplication
When more than three multiplications are chained, Intel’s Windows driver returns a mat4 containing only zeroes, likely due to a misbehaving optimisation. This patch prevents it from doing any optimisation by doing each multiplication in its own uniform block. Change-Id: I0b435d3a5444afd47f78c379f0d2e442d2c2cfc0 Reviewed-on: https://gerrit.libreoffice.org/22470 Tested-by: Jenkins <ci@libreoffice.org> Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
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0640430902
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2 changed files with 42 additions and 14 deletions
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@ -25,10 +25,21 @@ uniform float shadow;
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uniform mat4 orthoProjectionMatrix;
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uniform mat4 orthoViewMatrix;
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// Workaround for Intel's Windows driver, to prevent optimisation breakage.
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uniform float zero;
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out mat4 projectionMatrix;
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out mat4 modelViewMatrix;
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out mat4 shadowMatrix;
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mat4 identityMatrix(void)
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{
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return mat4(1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0);
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}
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mat4 translationMatrix(vec3 axis)
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{
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return mat4(1.0, 0.0, 0.0, 0.0,
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@ -61,25 +72,35 @@ mat4 rotationMatrix(vec3 axis, float angle)
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void main( void )
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{
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mat4 nmodelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
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mat4 transformMatrix;
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mat4 transformMatrix = identityMatrix();
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// TODO: use the aspect ratio of the slide instead.
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mat4 slideScaleMatrix = scaleMatrix(vec3(0.75, 1, 1));
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mat4 invertSlideScaleMatrix = scaleMatrix(1.0 / vec3(0.75, 1, 1));
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// These ugly zero comparisons are a workaround for Intel's Windows driver optimisation bug.
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if (selectedTexture > 0.5) {
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// Leaving texture
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transformMatrix = translationMatrix(vec3(0, 0, 6 * time))
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* scaleMatrix(vec3(1 + pow(2 * time, 2.1), 1 + pow(2 * time, 2.1), 0))
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* slideScaleMatrix
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* rotationMatrix(vec3(0.0, 0.0, 1.0), -pow(time, 3) * M_PI)
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* invertSlideScaleMatrix;
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if (zero < 1.0)
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transformMatrix = invertSlideScaleMatrix * transformMatrix;
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if (zero < 2.0)
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transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), -pow(time, 3) * M_PI) * transformMatrix;
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if (zero < 3.0)
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transformMatrix = slideScaleMatrix * transformMatrix;
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if (zero < 4.0)
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transformMatrix = scaleMatrix(vec3(1 + pow(2 * time, 2.1), 1 + pow(2 * time, 2.1), 0)) * transformMatrix;
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if (zero < 5.0)
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transformMatrix = translationMatrix(vec3(0, 0, 6 * time)) * transformMatrix;
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} else {
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// Entering texture
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transformMatrix = translationMatrix(vec3(0, 0, 28 * (sqrt(time) - 1)))
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* slideScaleMatrix
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* rotationMatrix(vec3(0.0, 0.0, 1.0), pow(0.8 * (time - 1.0), 2.0) * M_PI)
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* invertSlideScaleMatrix;
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if (zero < 1.0)
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transformMatrix = invertSlideScaleMatrix * transformMatrix;
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if (zero < 2.0)
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transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), pow(0.8 * (time - 1.0), 2.0) * M_PI) * transformMatrix;
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if (zero < 3.0)
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transformMatrix = slideScaleMatrix * transformMatrix;
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if (zero < 4.0)
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transformMatrix = translationMatrix(vec3(0, 0, 28 * (sqrt(time) - 1))) * transformMatrix;
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}
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if (shadow < 0.5) {
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@ -26,6 +26,9 @@ uniform ivec2 numTiles;
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uniform sampler2D permTexture;
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uniform float slide;
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// Workaround for Intel's Windows driver, to prevent optimisation breakage.
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uniform float zero;
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out vec2 g_texturePosition;
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out vec3 g_normal;
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out mat4 modelViewMatrix;
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@ -130,10 +133,14 @@ void main( void )
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vec3 translationVector = vec3(rotationFuzz, 0.0, 0.0);
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// Compute the actual rotation matrix.
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transform = translationMatrix(translationVector)
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* rotationMatrix(vec3(0.0, 1.0, 0.0), clamp(rotation, -1.0, 1.0) * M_PI)
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* translationMatrix(-translationVector)
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* transform;
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// Intel's Windows driver gives a wrong matrix when all operations are done at once.
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if (zero < 1.0)
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transform = translationMatrix(translationVector) * transform;
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if (zero < 2.0)
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transform = rotationMatrix(vec3(0.0, 1.0, 0.0), clamp(rotation, -1.0, 1.0) * M_PI) * transform;
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if (zero < 3.0)
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transform = translationMatrix(-translationVector) * transform;
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}
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modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
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