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