diff options
author | Ansis Brammanis <ansis@mapbox.com> | 2017-10-26 13:47:44 -0400 |
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committer | Chris Loer <chris.loer@gmail.com> | 2017-10-31 10:25:57 -0700 |
commit | 18871964b19212840ee366c3623e5c997e9e4419 (patch) | |
tree | 93c3012a500142930bc5ffab2f2ca27750766728 /src/mbgl/renderer/renderer_impl.cpp | |
parent | 0be88eddd2aa50a5e35ba0af01acaa496f60564f (diff) | |
download | qtlocation-mapboxgl-18871964b19212840ee366c3623e5c997e9e4419.tar.gz |
upload symbol opacity buffers in main upload pass [skip ci]
Diffstat (limited to 'src/mbgl/renderer/renderer_impl.cpp')
-rw-r--r-- | src/mbgl/renderer/renderer_impl.cpp | 15 |
1 files changed, 7 insertions, 8 deletions
diff --git a/src/mbgl/renderer/renderer_impl.cpp b/src/mbgl/renderer/renderer_impl.cpp index ca4bda721f..cfb6a14dea 100644 --- a/src/mbgl/renderer/renderer_impl.cpp +++ b/src/mbgl/renderer/renderer_impl.cpp @@ -376,6 +376,13 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) { if (placementChanged) placement = std::move(newPlacement); parameters.symbolFadeChange = placement->symbolFadeChange(parameters.timePoint); + // TODO only update when necessary + for (auto it = order.rbegin(); it != order.rend(); ++it) { + if (it->layer.is<RenderSymbolLayer>()) { + placement->updateLayerOpacities(*it->layer.as<RenderSymbolLayer>()); + } + } + // - UPLOAD PASS ------------------------------------------------------------------------------- // Uploads all required buffers and images before we do any actual rendering. { @@ -392,14 +399,6 @@ void Renderer::Impl::render(const UpdateParameters& updateParameters) { } } - // TODO only update when necessary - // TODO move this before the upload pass and use upload pass to update buffers - for (auto it = order.rbegin(); it != order.rend(); ++it) { - if (it->layer.is<RenderSymbolLayer>()) { - placement->updateLayerOpacities(*it->layer.as<RenderSymbolLayer>(), parameters.context); - } - } - // - 3D PASS ------------------------------------------------------------------------------------- // Renders any 3D layers bottom-to-top to unique FBOs with texture attachments, but share the same // depth rbo between them. |