slideshow/opengl/honeycombVertexShader.glsl | 41 +++++++++++++++++++++------- slideshow/opengl/vortexVertexShader.glsl | 15 +++++++--- 2 files changed, 42 insertions(+), 14 deletions(-)
New commits: commit db9fe1ea4a1e0e33dece63652c2b076fb323ec63 Author: Emmanuel Gil Peyrot <emmanuel.pey...@collabora.com> Date: Wed Feb 24 20:21:12 2016 +0000 slideshow: Add an ugly workaround for Intelâs matrix multiplication When more than three multiplications are chained, Intelâs 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 <c...@libreoffice.org> Reviewed-by: Tomaž Vajngerl <qui...@gmail.com> diff --git a/slideshow/opengl/honeycombVertexShader.glsl b/slideshow/opengl/honeycombVertexShader.glsl index 32fdece..c3484d3 100644 --- a/slideshow/opengl/honeycombVertexShader.glsl +++ b/slideshow/opengl/honeycombVertexShader.glsl @@ -25,10 +25,21 @@ 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, @@ -61,25 +72,35 @@ mat4 rotationMatrix(vec3 axis, float angle) void main( void ) { mat4 nmodelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; - mat4 transformMatrix; + 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 - transformMatrix = translationMatrix(vec3(0, 0, 6 * time)) - * scaleMatrix(vec3(1 + pow(2 * time, 2.1), 1 + pow(2 * time, 2.1), 0)) - * slideScaleMatrix - * rotationMatrix(vec3(0.0, 0.0, 1.0), -pow(time, 3) * M_PI) - * invertSlideScaleMatrix; + 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 - transformMatrix = translationMatrix(vec3(0, 0, 28 * (sqrt(time) - 1))) - * slideScaleMatrix - * rotationMatrix(vec3(0.0, 0.0, 1.0), pow(0.8 * (time - 1.0), 2.0) * M_PI) - * invertSlideScaleMatrix; + 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) { diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl index 3d5838e..5c6fe23 100644 --- a/slideshow/opengl/vortexVertexShader.glsl +++ b/slideshow/opengl/vortexVertexShader.glsl @@ -26,6 +26,9 @@ uniform ivec2 numTiles; uniform sampler2D permTexture; uniform float slide; +// Workaround for Intel's Windows driver, to prevent optimisation breakage. +uniform float zero; + out vec2 g_texturePosition; out vec3 g_normal; out mat4 modelViewMatrix; @@ -130,10 +133,14 @@ void main( void ) vec3 translationVector = vec3(rotationFuzz, 0.0, 0.0); // Compute the actual rotation matrix. - transform = translationMatrix(translationVector) - * rotationMatrix(vec3(0.0, 1.0, 0.0), clamp(rotation, -1.0, 1.0) * M_PI) - * translationMatrix(-translationVector) - * transform; + + // Intel's Windows driver gives a wrong matrix when all operations are done at once. + if (zero < 1.0) + transform = translationMatrix(translationVector) * transform; + if (zero < 2.0) + transform = rotationMatrix(vec3(0.0, 1.0, 0.0), clamp(rotation, -1.0, 1.0) * M_PI) * transform; + if (zero < 3.0) + transform = translationMatrix(-translationVector) * transform; } modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
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