| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
* Log Memory.Footprint test output
* On CI, only run Memory.Footprint test with libjemalloc
|
|
|
|
| |
https://nodejs.org/api/addons.html#addons_building specifies that "The module_name must match the filename of the final binary (excluding the .node suffix).". While the mismatch between `mapbox-gl-native` and `mapbox_gl_native` hasn't caused issues so far, we should play by the book.
|
|
|
|
| |
- Removes need to run `npm install` before invoking cmake
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
The X.Y.Z version portion was unreliable, as it pulled from the latest tag regardless of platform. Set version to 0.0.0 and retrieve only the hash, which allows us to drop the node/npm dependency.
|
| |
|
|
|
|
| |
One step toward eliminating the node/npm dependency for platforms other than node.
|
| |
|
| |
|
|
|
|
| |
also removes the ca-bundle.crt from the Android build, since it's entirely unused
|
| |
|
|
|
|
|
|
| |
package.json changed
We're now running a submodule update as part of every build, and when the project files are generated. We also run an npm install whenever the package.json was updated, both during project generation and as part of every build.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
It should be safe to invoke GeometryTileWorker::setData multiple times without invoking GeometryTileWorker::setLayers. Therefore GeometryTileWorker::redoLayout() must not consume the layers.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Also includes stubs for fill-extrusion layer, because most of the code was auto-generated.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
This converts the style property classes (CirclePaintProperties and so on) to the same tuple-based approach as gl::Attribute and gl::Uniform. The approach is outlined in https://github.com/mapbox/cpp/blob/master/C%2B%2B%20Structural%20Metaprogramming.md.
The main advantage of this approach is it allows writing algorithms that work on sets of style properties, without resorting to code generation or manually repetitive code. This lets us iterate on approaches to data-driven properties more easily.
Another advantage is that the cascading, unevaluated, and evaluated states of a set of properties exist as independent structures, instead of individual properties holding their own state. This is a more functional approach that makes data flow clearer and reduces state.
|
|
|
|
|
| |
Apply bidi and shaping in symbol_layout.
Add utility functions for converting to and from UTF-16.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* [core] update shaders for line property functions
update deps, define device pixel ratio for all shaders
[core] create ShaderParameter struct to store pixel ratio and overdraw param
repair rebase errs
update shaders to include pixel ratio
make sure collision_box never overdraws
update test suite, move shaders to Painter::render so the correct pixel ratio is applied
move shader compiling back to the Painter constructor
rebase from shader --> program refactor
re-factor parameters for collisionBox and debug programs
remove unused vars from line-program, move blur math to shader
update core files
remove unecessary files
update shaders PR, remove comments
bump test suite sha
fix formatting, incorporate feedback
refactor program.hpp
* [core] remove line transformations that were moved to the shaders, bump shader sha
* [core] shorten ProgramParameter instantiation
* [core] bump shader+test suite shas
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* [core] Line-break ideographic text by character
Allow a line break to be inserted after any supported Chinese, Japanese, or Yi character in a point-placed label. Balance the lines unless non-ideographic text such as Latin letters are present.
Fixes #1223.
* [core] Moved more character classing into util::i18n
* [core] Detect character properties by Unicode block
* [test] Reenabled ideographic breaking tests
|
| |
|
|
|
|
|
|
|
|
|
| |
* Extract `ignore` util to separate header.
* `Segment` now tracks offset and length of indices, rather than primitives. This is more natural.
* Introduce `VertexVector` and `IndexVector` types. These types carry information about the intended draw mode (`Triangles`, `LineStrip`, etc.), and ensure that elements are always appended in a group size appropriate for that draw mode, for both indexed and unindexed rendering.
* `Program`, rather than `Drawable`, is now the unifying object for draw calls. `Program` is the best place to type check the draw call, because it is typed to carry information about the intended primitive, vertex type, attributes, and uniforms.
* Use the debug shaders for debug tile rendering, like gl-js.
* Fix the draw mode for background. It was drawing triangle strips with a triangles array. Surprised this didn’t cause issues. Now it’s type checked.
|
| |
|