Fix projection offset caching - DO NOT MERGE
bug:13214038
Because the caching of projection matrix didn't account for changes in
the offset flag, the flag could be ignored. Now we use both to verify
that the cached matrix can be used.
Change-Id: I193b94eaf0b98f046a6484f0866c3d25048653fd
(cherry picked from commit d04a6b15f7)
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@@ -163,7 +163,7 @@ GLuint Program::buildShader(const char* source, GLenum type) {
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void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
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const mat4& transformMatrix, bool offset) {
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if (projectionMatrix != mProjection) {
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if (projectionMatrix != mProjection || offset != mOffset) {
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if (CC_LIKELY(!offset)) {
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glUniformMatrix4fv(projection, 1, GL_FALSE, &projectionMatrix.data[0]);
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} else {
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@@ -177,6 +177,7 @@ void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
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glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]);
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}
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mProjection = projectionMatrix;
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mOffset = offset;
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}
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mat4 t(transformMatrix);
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@@ -431,6 +431,7 @@ private:
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bool mHasSampler;
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mat4 mProjection;
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bool mOffset;
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}; // class Program
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}; // namespace uirenderer
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