office-gobmx/slideshow/opengl/honeycombVertexShader.glsl
Emmanuel Gil Peyrot db9fe1ea4a 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>
2016-02-25 11:12:50 +00:00

118 lines
4.1 KiB
GLSL

/* -*- Mode: C; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#version 150
#define M_PI 3.1415926535897932384626433832795
in vec3 a_position;
uniform mat4 u_projectionMatrix;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_sceneTransformMatrix;
uniform mat4 u_primitiveTransformMatrix;
uniform mat4 u_operationsTransformMatrix;
uniform float time;
uniform float selectedTexture;
uniform float shadow;
uniform mat4 orthoProjectionMatrix;
uniform mat4 orthoViewMatrix;
// Workaround for Intel's Windows driver, to prevent optimisation breakage.
uniform float zero;
out mat4 projectionMatrix;
out mat4 modelViewMatrix;
out mat4 shadowMatrix;
mat4 identityMatrix(void)
{
return mat4(1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
}
mat4 translationMatrix(vec3 axis)
{
return mat4(1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
axis.x, axis.y, axis.z, 1.0);
}
mat4 scaleMatrix(vec3 axis)
{
return mat4(axis.x, 0.0, 0.0, 0.0,
0.0, axis.y, 0.0, 0.0,
0.0, 0.0, axis.z, 0.0,
0.0, 0.0, 0.0, 1.0);
}
mat4 rotationMatrix(vec3 axis, float angle)
{
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
0.0, 0.0, 0.0, 1.0);
}
void main( void )
{
mat4 nmodelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
mat4 transformMatrix = identityMatrix();
// TODO: use the aspect ratio of the slide instead.
mat4 slideScaleMatrix = scaleMatrix(vec3(0.75, 1, 1));
mat4 invertSlideScaleMatrix = scaleMatrix(1.0 / vec3(0.75, 1, 1));
// These ugly zero comparisons are a workaround for Intel's Windows driver optimisation bug.
if (selectedTexture > 0.5) {
// Leaving texture
if (zero < 1.0)
transformMatrix = invertSlideScaleMatrix * transformMatrix;
if (zero < 2.0)
transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), -pow(time, 3) * M_PI) * transformMatrix;
if (zero < 3.0)
transformMatrix = slideScaleMatrix * transformMatrix;
if (zero < 4.0)
transformMatrix = scaleMatrix(vec3(1 + pow(2 * time, 2.1), 1 + pow(2 * time, 2.1), 0)) * transformMatrix;
if (zero < 5.0)
transformMatrix = translationMatrix(vec3(0, 0, 6 * time)) * transformMatrix;
} else {
// Entering texture
if (zero < 1.0)
transformMatrix = invertSlideScaleMatrix * transformMatrix;
if (zero < 2.0)
transformMatrix = rotationMatrix(vec3(0.0, 0.0, 1.0), pow(0.8 * (time - 1.0), 2.0) * M_PI) * transformMatrix;
if (zero < 3.0)
transformMatrix = slideScaleMatrix * transformMatrix;
if (zero < 4.0)
transformMatrix = translationMatrix(vec3(0, 0, 28 * (sqrt(time) - 1))) * transformMatrix;
}
if (shadow < 0.5) {
projectionMatrix = u_projectionMatrix;
shadowMatrix = orthoProjectionMatrix * orthoViewMatrix;
} else {
projectionMatrix = orthoProjectionMatrix * orthoViewMatrix;
shadowMatrix = mat4(0.0);
}
modelViewMatrix = nmodelViewMatrix * transformMatrix;
gl_Position = vec4(a_position, 1.0);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */