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)
This commit is contained in:
Chris Craik
2014-01-29 13:00:33 -08:00
parent f260ed0926
commit 5d39a77992
2 changed files with 3 additions and 1 deletions

View File

@@ -163,7 +163,7 @@ GLuint Program::buildShader(const char* source, GLenum type) {
void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
const mat4& transformMatrix, bool offset) {
if (projectionMatrix != mProjection) {
if (projectionMatrix != mProjection || offset != mOffset) {
if (CC_LIKELY(!offset)) {
glUniformMatrix4fv(projection, 1, GL_FALSE, &projectionMatrix.data[0]);
} else {
@@ -177,6 +177,7 @@ void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]);
}
mProjection = projectionMatrix;
mOffset = offset;
}
mat4 t(transformMatrix);

View File

@@ -431,6 +431,7 @@ private:
bool mHasSampler;
mat4 mProjection;
bool mOffset;
}; // class Program
}; // namespace uirenderer