| Commit message (Collapse) | Author | Age | Files | Lines |
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Reverts eed89fcf9d099266aa793375ad63493e880f8a80, which causes issues on certain Android devices. We don't actually need this change on this branch, I brought it over only to make the subsequent commits cleanly cherry-pickable.
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- Guards against duplicate activations by checking wether the backend of the prior scope is the same as the current ones
- Makes sure that only the most outer backend scope deactivates by tracking activation state
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Reduces rebinding, matches gl-js, and works around the buggy VAO implementation on PowerVR SGX544 GPUs.
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These changes are necessary for programs whose set of active attributes is not fixed at compile time by a template parameter pack, but rather varies based on the generated shader text at runtime. In such cases, the attribute location of a given named attribute may vary between instances of the same Program.
Previously, attribute bindings were implicitly associated with a location based on template parameter order, and -1 was used to indicate an inactive attribute. This left us unable to disable the appropriate attribute when it went from active to inactive. Now, the state tracker for bindings explicitly associates locations and state, and an empty optional is used to indicate an inactive attribute.
In addition, a gl::VertexArray class is now exposed, allowing more flexibility in the relationship between Programs, Segments, and attribute bindings. In this commit, that relationship does not change, but the subsequent commit adjusts it to match gl-js, reduce rebinds, and work around buggy VAO implementations.
VertexArray uses a pimpl idiom in order to support implementations that lack the VAO extension. In that case, all VertexArrays share global binding state, reflecting the platform reality in the absence of VAOs, while still providing a uniform API.
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limits (#9373)
Introducing two new attributes to enable property functions for line-width (#9250) pushed the attribute count over GL_MAX_VERTEX_ATTRIBS on some devices. Now we selectively bind only attributes that are used, making it unlikely to surpass GL_MAX_VERTEX_ATTRIBS.
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reflect naming in the shader
not sure how this ever worked
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Rather than binding constant attributes that will never be used, just disable the attribute.
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The current value is not passed to `SymbolSizeBinder::uniformValues`, so we shouldn't check `currentValue.isConstant()` in `SymbolSizeBinder::attributeBindings`. If it were true, then we might end up using attribute bindings that are appropriate only for a constant property, but uniform bindings that are appropriate only for a source or composite function.
Instead, just wait for a new bucket to be generated. This will happen automatically, since icon/text-size are layout properties.
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Reapplied 76a2a2db28ce70d06b64b747cfc59ed493eefc67, which was partially rolled back in f6e79d70735361438655f279c8699a786d25458c.
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(#9402)
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* [android] - downgrade LOST to Mapbox SDK 5.0.2 version.
* bump LOST back to Mapbox Android SDK version 4.x
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The new screenshot features 3D extruded buildings, vertical CJK, and right-to-left Arabic, all via runtime styling.
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When redisplaying the mouse cursor after a modified drag gesture, incorporate the conversion from view coordinates to window coordinates. Previously, this code performed the conversion but threw away the results.
Fixes #8670.
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* [android] - OnCameraIdle hook into quickzoom gesture
* double tap fix
* show MyLocationView bearing for GPS when Compass is not available, only show error about missing compass once, fix test activity.
* fix accessor lint warning
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vector::erase invalidates iterators. It's not safe for erase_if to cache the end iterator nor increment, then erase.
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At zoom levels where the minimum 1 meter or 4 feet would be wider than the scale bar’s maximum width, the local variable holding the preferred row was left undefined. A loop that later iterated based on this row would effectively iterate infinitely until memory pressure forces the system to quit the application.
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Also corrected the version number in the macOS changelog.
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MGLMapView consults MGLMapViewDelegate about whether to zoom the map in response to a pinch gesture, but it should also account for the delegate’s response when panning the map due to the pinch’s center point wandering.
Fixes #9168.
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* [ios, macos] Make structs boxable
* [ios, macos] Update changelogs.
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The documentation comment now provides a high-level overview of the runtime styling API and its components, as well as the main workflow for using a style.
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* 7910: cancel tracking if ongoing animation is stopped manually
* 7910 updating change log
* [ios] Fix map camera animation when a significant change occurs
* [ios] Update cancel tracking documentation.
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