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authorJohn Firebaugh <john.firebaugh@gmail.com>2017-09-07 15:21:05 -0700
committerJohn Firebaugh <john.firebaugh@gmail.com>2017-09-08 09:35:47 -0700
commitaa4dff1095e8f5e8ad584f5f7dcab3e61d8cf8ee (patch)
tree796efd2b8d33c1e6b6c7b4e401a761aa5cca8f86
parentb05e5ddd347a9362535ca33cefceae92c51c998f (diff)
downloadqtlocation-mapboxgl-aa4dff1095e8f5e8ad584f5f7dcab3e61d8cf8ee.tar.gz
[core] Align line vertex to 4-byte boundary
10 byte vertices are heavily penalized by common GL implementations.
m---------mapbox-gl-js0
-rw-r--r--src/mbgl/programs/attributes.hpp2
-rw-r--r--src/mbgl/programs/line_program.cpp2
-rw-r--r--src/mbgl/programs/line_program.hpp3
-rw-r--r--src/mbgl/shaders/line.cpp9
-rw-r--r--src/mbgl/shaders/line_pattern.cpp9
-rw-r--r--src/mbgl/shaders/line_sdf.cpp9
7 files changed, 13 insertions, 21 deletions
diff --git a/mapbox-gl-js b/mapbox-gl-js
-Subproject db8d5c051cdbf74cf63068494f58488936c7511
+Subproject 991ab7d1a190a5a54e1f8f54e179dd302ecae49
diff --git a/src/mbgl/programs/attributes.hpp b/src/mbgl/programs/attributes.hpp
index 3a38453d30..d023ec7d83 100644
--- a/src/mbgl/programs/attributes.hpp
+++ b/src/mbgl/programs/attributes.hpp
@@ -23,7 +23,7 @@ inline uint16_t packUint8Pair(T a, T b) {
MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_pos);
MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_extrude);
MBGL_DEFINE_ATTRIBUTE(int16_t, 4, a_pos_offset);
-MBGL_DEFINE_ATTRIBUTE(int16_t, 3, a_pos_normal);
+MBGL_DEFINE_ATTRIBUTE(int16_t, 4, a_pos_normal);
MBGL_DEFINE_ATTRIBUTE(float, 3, a_projected_pos);
MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_label_pos);
MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_anchor_pos);
diff --git a/src/mbgl/programs/line_program.cpp b/src/mbgl/programs/line_program.cpp
index f9e91f569f..faf57ef19b 100644
--- a/src/mbgl/programs/line_program.cpp
+++ b/src/mbgl/programs/line_program.cpp
@@ -10,7 +10,7 @@ namespace mbgl {
using namespace style;
-static_assert(sizeof(LineLayoutVertex) == 10, "expected LineLayoutVertex size");
+static_assert(sizeof(LineLayoutVertex) == 12, "expected LineLayoutVertex size");
template <class Values, class...Args>
Values makeValues(const RenderLinePaintProperties::PossiblyEvaluated& properties,
diff --git a/src/mbgl/programs/line_program.hpp b/src/mbgl/programs/line_program.hpp
index 95b9362b85..da9964e623 100644
--- a/src/mbgl/programs/line_program.hpp
+++ b/src/mbgl/programs/line_program.hpp
@@ -59,7 +59,8 @@ public:
{{
p.x,
p.y,
- static_cast<int16_t>(attributes::packUint8Pair(round ? 1 : 0, up ? 1 : 0))
+ static_cast<int16_t>(round ? 1 : 0),
+ static_cast<int16_t>(up ? 1 : -1)
}},
{{
// add 128 to store a byte in an unsigned byte
diff --git a/src/mbgl/shaders/line.cpp b/src/mbgl/shaders/line.cpp
index f68cc91377..c700295a15 100644
--- a/src/mbgl/shaders/line.cpp
+++ b/src/mbgl/shaders/line.cpp
@@ -21,7 +21,7 @@ const char* line::vertexSource = R"MBGL_SHADER(
// #define scale 63.0
#define scale 0.015873016
-attribute vec3 a_pos_normal;
+attribute vec4 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
@@ -133,12 +133,9 @@ void main() {
vec2 pos = a_pos_normal.xy;
- // transform y normal so that 0 => -1 and 1 => 1
- // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
+ // x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
- mediump vec2 normal = unpack_float(a_pos_normal.z);
- normal.y = sign(normal.y - 0.5);
-
+ mediump vec2 normal = a_pos_normal.zw;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.
diff --git a/src/mbgl/shaders/line_pattern.cpp b/src/mbgl/shaders/line_pattern.cpp
index f1e64577e2..f8d785ade9 100644
--- a/src/mbgl/shaders/line_pattern.cpp
+++ b/src/mbgl/shaders/line_pattern.cpp
@@ -23,7 +23,7 @@ const char* line_pattern::vertexSource = R"MBGL_SHADER(
// Retina devices need a smaller distance to avoid aliasing.
#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
-attribute vec3 a_pos_normal;
+attribute vec4 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
@@ -121,12 +121,9 @@ void main() {
vec2 pos = a_pos_normal.xy;
- // transform y normal so that 0 => -1 and 1 => 1
- // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
+ // x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
- mediump vec2 normal = unpack_float(a_pos_normal.z);
- normal.y = sign(normal.y - 0.5);
-
+ mediump vec2 normal = a_pos_normal.zw;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.
diff --git a/src/mbgl/shaders/line_sdf.cpp b/src/mbgl/shaders/line_sdf.cpp
index dd81433543..c5d50566e8 100644
--- a/src/mbgl/shaders/line_sdf.cpp
+++ b/src/mbgl/shaders/line_sdf.cpp
@@ -23,7 +23,7 @@ const char* line_sdf::vertexSource = R"MBGL_SHADER(
// Retina devices need a smaller distance to avoid aliasing.
#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
-attribute vec3 a_pos_normal;
+attribute vec4 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
@@ -159,12 +159,9 @@ void main() {
vec2 pos = a_pos_normal.xy;
- // transform y normal so that 0 => -1 and 1 => 1
- // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
+ // x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
- mediump vec2 normal = unpack_float(a_pos_normal.z);
- normal.y = sign(normal.y - 0.5);
-
+ mediump vec2 normal = a_pos_normal.zw;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.