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authorEmmanuel Gil Peyrot <emmanuel.peyrot@collabora.com>2016-02-24 20:21:12 +0000
committerjan iversen <jani@documentfoundation.org>2016-03-15 16:23:14 +0000
commit750fcdef6551f069badb802649a665e147e69083 (patch)
treeea88138bd470ae138a58f13be719943687da17db
parent5a7160e21fe17c2697c2b9d71c9e1f4bf65c9352 (diff)
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. (cherry-picked from the commit db9fe1ea4a1e0e33dece63652c2b076fb323ec63) Change-Id: I0b435d3a5444afd47f78c379f0d2e442d2c2cfc0 Reviewed-on: https://gerrit.libreoffice.org/22776 Tested-by: Jenkins <ci@libreoffice.org> Reviewed-by: jan iversen <jani@documentfoundation.org>
-rw-r--r--slideshow/opengl/honeycombVertexShader.glsl41
-rwxr-xr-xslideshow/opengl/vortexVertexShader.glsl15
2 files changed, 42 insertions, 14 deletions
diff --git a/slideshow/opengl/honeycombVertexShader.glsl b/slideshow/opengl/honeycombVertexShader.glsl
index 32fdecef01f9..c3484d39ad84 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 3d5838e5b9b3..5c6fe23a3f15 100755
--- 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;