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authorMike Erwin <significant.bit@gmail.com>2016-10-20 21:17:54 +0300
committerMike Erwin <significant.bit@gmail.com>2016-10-20 21:18:34 +0300
commita92d20a0a467ece2680d8bb7600a37be470fce66 (patch)
tree14487732840171ef21d992c9cac18e139fd37b6b
parent225edf4e667c12651d2c056b0fbf3a7b17080ff7 (diff)
OpenGL: dirty bit for GPU matrix API
Have matrices changed since the most recent bind? Part of T49450
-rw-r--r--source/blender/gpu/GPU_matrix.h1
-rw-r--r--source/blender/gpu/intern/gpu_matrix.c33
2 files changed, 31 insertions, 3 deletions
diff --git a/source/blender/gpu/GPU_matrix.h b/source/blender/gpu/GPU_matrix.h
index 3c3acc08f58..f3118495239 100644
--- a/source/blender/gpu/GPU_matrix.h
+++ b/source/blender/gpu/GPU_matrix.h
@@ -135,6 +135,7 @@ void gpuMatrixBegin3D_legacy(void);
/* set uniform values for currently bound shader */
void gpuBindMatrices(GLuint program);
+bool gpuMatricesDirty(void); /* since last bind */
#ifdef __cplusplus
}
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c
index 9abce9d6816..f55f9f01ae6 100644
--- a/source/blender/gpu/intern/gpu_matrix.c
+++ b/source/blender/gpu/intern/gpu_matrix.c
@@ -52,7 +52,9 @@ typedef struct {
MatrixMode mode;
unsigned top; /* of current stack (would have to replicate if gpuResume2D/3D are implemented) */
-
+
+ bool dirty;
+
/* TODO: cache of derived matrices (Normal, MVP, inverse MVP, etc)
* generate as needed for shaders, invalidate when original matrices change
*
@@ -95,6 +97,7 @@ void gpuMatrixBegin3D_legacy()
/* copy top matrix from each legacy stack into new fresh stack */
state.mode = MATRIX_MODE_3D;
state.top = 0;
+ state.dirty = true;
glGetFloatv(GL_MODELVIEW_MATRIX, (float*)ModelView3D);
glGetFloatv(GL_PROJECTION_MATRIX, (float*)Projection3D);
}
@@ -146,6 +149,7 @@ void gpuPopMatrix()
BLI_assert(state.mode != MATRIX_MODE_INACTIVE);
BLI_assert(state.top > 0);
state.top--;
+ state.dirty = true;
}
void gpuLoadMatrix3D(const float m[4][4])
@@ -153,6 +157,7 @@ void gpuLoadMatrix3D(const float m[4][4])
BLI_assert(state.mode == MATRIX_MODE_3D);
copy_m4_m4(ModelView3D, m);
CHECKMAT(ModelView3D);
+ state.dirty = true;
}
void gpuLoadMatrix2D(const float m[3][3])
@@ -160,6 +165,7 @@ void gpuLoadMatrix2D(const float m[3][3])
BLI_assert(state.mode == MATRIX_MODE_2D);
copy_m3_m3(ModelView2D, m);
CHECKMAT(ModelView2D);
+ state.dirty = true;
}
void gpuLoadIdentity()
@@ -174,6 +180,7 @@ void gpuLoadIdentity()
default:
BLI_assert(false);
}
+ state.dirty = true;
}
void gpuTranslate2f(float x, float y)
@@ -192,8 +199,8 @@ void gpuTranslate2fv(const float vec[2])
void gpuTranslate3f(float x, float y, float z)
{
-#if 1
BLI_assert(state.mode == MATRIX_MODE_3D);
+#if 1
translate_m4(ModelView3D, x, y, z);
CHECKMAT(ModelView3D);
#else /* above works well in early testing, below is generic version */
@@ -204,6 +211,7 @@ void gpuTranslate3f(float x, float y, float z)
m[3][2] = z;
gpuMultMatrix3D(m);
#endif
+ state.dirty = true;
}
void gpuTranslate3fv(const float vec[3])
@@ -275,6 +283,7 @@ void gpuMultMatrix3D(const float m[4][4])
BLI_assert(state.mode == MATRIX_MODE_3D);
mul_m4_m4_pre(ModelView3D, m);
CHECKMAT(ModelView3D);
+ state.dirty = true;
}
void gpuMultMatrix2D(const float m[3][3])
@@ -282,6 +291,7 @@ void gpuMultMatrix2D(const float m[3][3])
BLI_assert(state.mode == MATRIX_MODE_2D);
mul_m3_m3_pre(ModelView2D, m);
CHECKMAT(ModelView2D);
+ state.dirty = true;
}
void gpuRotate3fv(float deg, const float axis[3])
@@ -293,10 +303,11 @@ void gpuRotate3fv(float deg, const float axis[3])
void gpuRotateAxis(float deg, char axis)
{
-#if 1 /* rotate_m4 works in place, right? */
BLI_assert(state.mode == MATRIX_MODE_3D);
+#if 1 /* rotate_m4 works in place, right? */
rotate_m4(ModelView3D, axis, DEG2RADF(deg));
CHECKMAT(ModelView3D);
+ state.dirty = true;
#else /* rotate_m4 creates a new matrix */
Mat4 m;
rotate_m4(m, axis, DEG2RADF(deg));
@@ -325,6 +336,8 @@ static void mat4_ortho_set(float m[4][4], float left, float right, float bottom,
m[1][3] = 0.0f;
m[2][3] = 0.0f;
m[3][3] = 1.0f;
+
+ state.dirty = true;
}
static void mat4_frustum_set(float m[][4], float left, float right, float bottom, float top, float near, float far)
@@ -348,6 +361,8 @@ static void mat4_frustum_set(float m[][4], float left, float right, float bottom
m[1][3] = 0.0f;
m[2][3] = -1.0f;
m[3][3] = 0.0f;
+
+ state.dirty = true;
}
static void mat4_look_from_origin(float m[4][4], float lookdir[3], float camup[3])
@@ -412,6 +427,8 @@ static void mat4_look_from_origin(float m[4][4], float lookdir[3], float camup[3
m[1][3] = 0.0f;
m[2][3] = 0.0f;
m[3][3] = 1.0f;
+
+ state.dirty = true;
}
void gpuOrtho(float left, float right, float bottom, float top, float near, float far)
@@ -419,6 +436,7 @@ void gpuOrtho(float left, float right, float bottom, float top, float near, floa
BLI_assert(state.mode == MATRIX_MODE_3D);
mat4_ortho_set(Projection3D, left, right, bottom, top, near, far);
CHECKMAT(Projection3D);
+ state.dirty = true;
}
void gpuOrtho2D(float left, float right, float bottom, float top)
@@ -429,6 +447,7 @@ void gpuOrtho2D(float left, float right, float bottom, float top)
mat4_ortho_set(m, left, right, bottom, top, -1.0f, 1.0f);
copy_m3_m4(Projection2D, m);
CHECKMAT(Projection2D);
+ state.dirty = true;
}
void gpuFrustum(float left, float right, float bottom, float top, float near, float far)
@@ -436,6 +455,7 @@ void gpuFrustum(float left, float right, float bottom, float top, float near, fl
BLI_assert(state.mode == MATRIX_MODE_3D);
mat4_frustum_set(Projection3D, left, right, bottom, top, near, far);
CHECKMAT(Projection3D);
+ state.dirty = true;
}
void gpuPerspective(float fovy, float aspect, float near, float far)
@@ -634,4 +654,11 @@ void gpuBindMatrices(GLuint program)
glUniformMatrix4fv(loc_MVP, 1, GL_FALSE, gpuGetModelViewProjectionMatrix3D(NULL));
}
+
+ state.dirty = false;
+}
+
+bool gpuMatricesDirty()
+{
+ return state.dirty;
}