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path: root/scripts/generate-shaders.js
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* [core] refactor program object creationKonstantin Käfer2019-05-281-2/+2
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* [core] upgrade mapbox-gl-js pin to the most recent versionKonstantin Käfer2019-05-081-1/+1
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* [build] don't add gl to outputPathKonstantin Käfer2019-04-051-5/+5
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* [core] move ProgramMap to within the gl::Program objectKonstantin Käfer2019-03-201-29/+41
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* [core] use constexpr string concatenation for uniform/attribute namesKonstantin Käfer2019-03-201-0/+5
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* Merge pull request #14126 from mapbox/gfx-refactor-4Konstantin Käfer2019-03-151-58/+80
| | | Graphics refactor #4
* Add basic shader minification (#13500)Vladimir Agafonkin2018-12-041-4/+13
| | | | | | * add basic shader minification (same GL JS does) * don't remove line break at shader end
* [docs] Include uncompressed shader source in .cpp commentsChris Loer2018-09-191-0/+10
| | | | | | This is meant to (1) Make it easier for new developers to find the source (2) Make it easier to look at shader diffs when the GL JS pin changes
* [core] Add `line-gradient` propertyMikhail Pozdnyakov2018-08-231-2/+0
| | | | | | | | Porting of https://github.com/mapbox/mapbox-gl-js/pull/6303 See the link above for the description of the feature and its limitations). Based on patch from @lbud (Lauren Budorick).
* [core] Compress all shader source as a single corpusJohn Firebaugh2018-07-251-22/+60
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* [core] Compress shader source codeJohn Firebaugh2018-07-251-12/+30
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* Bump GL JS pin to get tests for global symbol querying.Chris Loer2018-04-251-0/+2
| | | | | | - Pulls over an update to line.vertex.glsl (looks like a no-op?) - Add test ignores for collator, is-supported-script, line-gradient - Exclude collator, is-supported-script, line-gradient from code generation.
* [core, ios, macos, android, node] Heatmap layer (#11046)Vladimir Agafonkin2018-02-151-3/+0
| | | | | Co-Authored-By: Konstantin Käfer <mail@kkaefer.com> Co-Authored-By: Anand Thakker <anandthakker@users.noreply.github.com> Co-Authored-By: Minh Nguyễn <1ec5@users.noreply.github.com>
* [core] update mapbox-gl-js submodule pinKonstantin Käfer2018-01-241-2/+0
| | | | | * disables transition render test (transitions are not supported with Still image rendering in Node.js) * removes support for hillshade-illumniation-direction-transition
* [build] Add temporary modifications to style spec + shadersKonstantin Käfer2018-01-241-1/+7
| | | | This ensures that the generated code matches what is checked in. Remove those temporary modifications once we add the features to master.
* [core] Use separate attribute component for line normalsJohn Firebaugh2017-08-081-2/+2
| | | | Broadcom GPUs don't cope well with using the least significant bit for this.
* [core] Simplify generate-shaders.jsJohn Firebaugh2017-08-021-77/+11
| | | | We moved the #pragma ⇢ #ifndef logic into gl-js.
* fix shader generation scriptAnsis Brammanis2017-06-161-15/+9
| | | | | | the main fix is switching from ifdef -> ifndef The rest of the changes just make a cleaner diff.
* [core] add shader defines for enabling/disabling attributes/uniforms for DDSKonstantin Käfer2017-06-131-9/+40
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* [core] Reduce number of varyings to 8 or lessJohn Firebaugh2017-06-131-38/+27
| | | | For #pragmas, don't generate varyings for attributes that aren't used by the fragment shader. Pack other varyings more tightly.
* [core] Render fill-extrusion layers (#8431)Lauren Budorick2017-04-271-0/+3
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* Pack min + max into one attribute :muscle:Molly Lloyd2017-03-081-3/+4
| | | | | | | | Some devices supported by Mapbox GL provide only 8 vertex attributes; this change packs existing attributes to get us just under that limit. For properties using a composite function, pack the min and max values into a single attribute with two logical components instead of using two separate attributes and buffers. Special logic is included for color attributes, whose integer components must be packed into the available bits of floating-point attributes. (We don't have access to ivec types in GL ES 2.0.) For source functions, continue to bind just a one-component attribute even though the GLSL type is vec2 (or vec4 for colors). The type-checking done by gl::Attribute is relaxed slightly to accommodate this.
* [core] De-duplicate shader prelude sourceJohn Firebaugh2017-03-081-4/+37
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* [core] remove gl.hpp include from shader headersKonstantin Käfer2017-02-281-2/+0
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* [core] Update gl-js; fix $id filters with GeoJSON sourceJohn Firebaugh2017-02-081-1/+1
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* [core] Use cpp files for shader sourceJohn Firebaugh2017-02-071-28/+46
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* [core] Check in generated shader codeJohn Firebaugh2017-02-071-0/+84
One step toward eliminating the node/npm dependency for platforms other than node.