[Libreoffice-commits] core.git: Branch 'feature/fixes17' - 2 commits - slideshow/opengl
Emmanuel Gil Peyrot
emmanuel.peyrot at collabora.com
Fri Feb 26 01:57:34 UTC 2016
slideshow/opengl/honeycombFragmentShader.glsl | 6 +--
slideshow/opengl/honeycombGeometryShader.glsl | 2 -
slideshow/opengl/honeycombVertexShader.glsl | 41 +++++++++++++++++++-------
slideshow/opengl/vortexFragmentShader.glsl | 6 +--
slideshow/opengl/vortexVertexShader.glsl | 17 +++++++---
5 files changed, 50 insertions(+), 22 deletions(-)
New commits:
commit bbf28c9bc0c335646f610bf535fba5c125dcd65f
Author: Emmanuel Gil Peyrot <emmanuel.peyrot at collabora.com>
Date: Wed Feb 24 20:21:10 2016 +0000
slideshow: Only use texture() in GLSL 1.50, fixes Intel on Windows
texture2D() is still available, but not in the geometry stage, so
better be consistent everywhere.
Change-Id: I86bf1921713bcbf32946190525401bfcc633a69f
diff --git a/slideshow/opengl/honeycombFragmentShader.glsl b/slideshow/opengl/honeycombFragmentShader.glsl
index 41b6738..c207203 100644
--- a/slideshow/opengl/honeycombFragmentShader.glsl
+++ b/slideshow/opengl/honeycombFragmentShader.glsl
@@ -29,7 +29,7 @@ bool isBorder(vec2 point)
void main()
{
- vec4 fragment = vec4(texture2D(slideTexture, texturePosition).rgb, 1.0);
+ vec4 fragment = vec4(texture(slideTexture, texturePosition).rgb, 1.0);
vec3 lightVector = vec3(0.0, 0.0, 1.0);
float light = max(dot(lightVector, normal), 0.0);
if (hexagonSize > 1.0) {
@@ -75,8 +75,8 @@ void main()
}
float visibility = 1.0;
const float epsilon = 0.0001;
- if (texture2D(depthShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
- visibility *= 0.7 + 0.3 * (1.0 - texture2D(colorShadowTexture, shadowCoordinate.xy).a);
+ if (texture(depthShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
+ visibility *= 0.7 + 0.3 * (1.0 - texture(colorShadowTexture, shadowCoordinate.xy).a);
vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
if (fragment.a < 0.001)
discard;
diff --git a/slideshow/opengl/honeycombGeometryShader.glsl b/slideshow/opengl/honeycombGeometryShader.glsl
index 5269fad..5afaa7b 100644
--- a/slideshow/opengl/honeycombGeometryShader.glsl
+++ b/slideshow/opengl/honeycombGeometryShader.glsl
@@ -29,7 +29,7 @@ const float expandFactor = 0.0318;
float snoise(vec2 p)
{
- return texture2D(permTexture, p).r;
+ return texture(permTexture, p).r;
}
mat4 identityMatrix(void)
diff --git a/slideshow/opengl/vortexFragmentShader.glsl b/slideshow/opengl/vortexFragmentShader.glsl
index 3212ebe..a3f8191 100644
--- a/slideshow/opengl/vortexFragmentShader.glsl
+++ b/slideshow/opengl/vortexFragmentShader.glsl
@@ -20,12 +20,12 @@ in vec4 shadowCoordinate;
void main() {
vec3 lightVector = vec3(0.0, 0.0, 1.0);
float light = max(dot(lightVector, v_normal), 0.0);
- vec4 fragment = texture2D(slideTexture, v_texturePosition);
+ vec4 fragment = texture(slideTexture, v_texturePosition);
float visibility = 1.0;
const float epsilon = 0.0001;
- if (texture2D(leavingShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
+ if (texture(leavingShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
visibility *= 0.7;
- if (texture2D(enteringShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
+ if (texture(enteringShadowTexture, shadowCoordinate.xy).r < shadowCoordinate.z - epsilon)
visibility *= 0.7;
vec4 black = vec4(0.0, 0.0, 0.0, fragment.a);
gl_FragColor = mix(black, fragment, visibility * light);
diff --git a/slideshow/opengl/vortexVertexShader.glsl b/slideshow/opengl/vortexVertexShader.glsl
index 5c6fe23..8d1a67d 100755
--- a/slideshow/opengl/vortexVertexShader.glsl
+++ b/slideshow/opengl/vortexVertexShader.glsl
@@ -39,7 +39,7 @@ out float endTime;
float snoise(vec2 p)
{
- return texture2D(permTexture, p).r;
+ return texture(permTexture, p).r;
}
mat4 identityMatrix(void)
commit 92958290631112e65fb1dade7d4c7c91cc8ece17
Author: Emmanuel Gil Peyrot <emmanuel.peyrot at collabora.com>
Date: Wed Feb 24 20:21:12 2016 +0000
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
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 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;
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