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path: root/src/mbgl/gl/context.cpp
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* [core] change approach to stencil clipping to (almost) match JSKonstantin Käfer2019-04-291-0/+5
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* [ios] run glFlush when reducing memory and don't reduce memory while in ↵Konstantin Käfer2019-04-111-0/+2
| | | | background (#14383)
* [core] move depth/stencil buffer debug viz to gfx::ContextKonstantin Käfer2019-04-051-0/+57
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* [core] remove Renderer::flushKonstantin Käfer2019-04-051-4/+0
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* [core] refactor RendererBackendKonstantin Käfer2019-04-051-2/+4
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* [core] add gfx::Renderable and gfx::OffscreenTextureKonstantin Käfer2019-04-051-0/+12
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* [core] add getResource template to gfx::*Resource classesKonstantin Käfer2019-04-051-24/+21
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* [core] move debug groups to gfx::CommandEncoderKonstantin Käfer2019-04-051-3/+0
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* [core] introduce CommandEncoder objectKonstantin Käfer2019-04-051-0/+5
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* [core] add generic base class for renderbuffersKonstantin Käfer2019-04-051-20/+29
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* [core] gl::RenderbufferType -> gfx::RenderbufferPixelTypeKonstantin Käfer2019-04-051-24/+8
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* add onStyleImageMissing to allow dynamically loaded or generated images (#14253)Ansis Brammanis2019-04-021-0/+18
| | | Also make `Style#updateImage(...)` much faster when the image doesn't change size. This can be useful for asynchronously generating images.
* [core] Expose a way of flushing the graphics pipelineThiago Marcos P. Santos2019-03-201-0/+4
| | | | | Useful for apps before going to background that are restricted by the OS of performing any operation.
* [core] move cleanup to gfx::ContextKonstantin Käfer2019-03-201-0/+14
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* [core] move ProgramMap to within the gl::Program objectKonstantin Käfer2019-03-201-4/+2
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* [core] expose vertex binding count in gfx::ContextKonstantin Käfer2019-03-201-1/+1
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* Merge pull request #14126 from mapbox/gfx-refactor-4Konstantin Käfer2019-03-151-26/+26
| | | Graphics refactor #4
* [core] add texture bindings to draw call instead of Context member fnKonstantin Käfer2019-03-121-51/+7
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* [core] move Texture to the gfx namespaceKonstantin Käfer2019-03-121-30/+39
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* [core] move Texture related enums to gfx namespaceKonstantin Käfer2019-03-121-39/+35
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* [core] introduce gfx::Context and move Buffer creation/update methods to itKonstantin Käfer2019-03-061-4/+4
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* [core] move BufferUsage enum to gfx namespaceKonstantin Käfer2019-03-061-8/+4
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* [core] rename gl/*_buffer.hpp to gl/*_buffer_resource.hppKonstantin Käfer2019-03-061-2/+2
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* [core] move VertexBuffer<> to gfx namespaceKonstantin Käfer2019-03-061-4/+6
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* [core] move IndexBuffer to gfx namespaceKonstantin Käfer2019-03-061-4/+6
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* [core] make vertex descriptors constexprKonstantin Käfer2019-03-061-8/+0
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* [core] move CullFaceMode to gfx namespaceKonstantin Käfer2019-03-011-4/+4
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* [core] move StencilMode to gfx namespaceKonstantin Käfer2019-03-011-2/+2
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* [core] move DepthMode to gfx namespaceKonstantin Käfer2019-03-011-2/+2
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* [core] move GL enum conversions to separate fileKonstantin Käfer2019-03-011-15/+3
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* [core] move ColorMode to gfx namespaceKonstantin Käfer2019-03-011-3/+3
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* [core] move draw mode and primitives to gfx namespaceKonstantin Käfer2019-03-011-17/+21
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* [core] Switch to the new OpenGL abstractionThiago Marcos P. Santos2019-02-121-1/+2
| | | | | | This patch will make Mapbox GL Core never use OpenGL directly. We should consider locking into OpenGL ES 2.0 to simplify the code path and remove #ifdefs.
* [core] Don't log GL renderer string on every context initializationAnder Conselvan de Oliveira2018-09-211-2/+5
| | | | | | | | | | Commit 1c53dc9ca8d9 ([core] Refactor vertex array object extension initialization) changed where the GL renderer string is checked in order to prevent the vertex array extension initialization in certain platforms and in doing so made the logging of that string more frequent, once per context initialization instead of at most once per process. This is a lot more verbose, specially when running unit tests, so make sure that string is logged at most once as it was previously.
* [core] Disable debugging extension when running on ANGLE over Direct3DAnder Conselvan de Oliveira2018-09-141-1/+5
| | | | | | The ANGLE implementation of GL_KHR_debug on Direct3D seems to be broken leading to a bad_alloc being thrown when running with a debug build, so disable it in that platform.
* [core] Refactor vertex array object extension initializationAnder Conselvan de Oliveira2018-09-141-18/+17
| | | | | | | Currently the vertex object extension is disabled through an ifdef for the Windows platform due to an issue with ANGLE, while there is a blacklist for other platforms. Unify those by adding ANGLE to that blacklist and some small refactoring.
* [core] Add face culling mode parameter to Program::drawBruno de Oliveira Abinader2018-09-131-0/+13
| | | | | | Add a parameter to Program::draw to control whether face culling should be enabled. This will be used in a follow up commit to enable face culling for fill extrusion layers.
* [core] wrap glGetString in `MBGL_CHECK_ERROR` tooKonstantin Käfer2018-05-241-2/+2
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* [core] Don't crash when attribute count is exceededKonstantin Käfer2018-05-031-2/+8
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* [core] blacklist vao usage on mali t720 (sapphire 650)Ivo van Dongen2018-03-011-2/+9
| | | | Avoids problems on (amongst others) Samsung Galaxy J3
* [core, ios, macos, android, node] Heatmap layer (#11046)Vladimir Agafonkin2018-02-151-4/+27
| | | | | 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>
* [android] - blacklist adreno 2xx for VAO supportTobrun2018-01-311-2/+3
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* [core] blacklist binary program loading for Vivante GC4000 GPUsKonstantin Käfer2018-01-091-1/+4
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* [core] Enable dynamic updates of index buffers.Chris Loer2017-11-171-2/+11
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* Revert "[core] Expose ColorMask in gl::Context::clear()"Bruno de Oliveira Abinader2017-11-021-9/+4
| | | | This reverts commit e350ef37fe68312c4b5fb03b289a90c0bdda4f03.
* [core] Expose ColorMask in gl::Context::clear()Bruno de Oliveira Abinader2017-11-011-2/+7
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* [core] blacklist VAO usage on adreno 3xxIvo van Dongen2017-10-261-1/+8
| | | | - Causes crashes on usage of glBuffer(Sub)Data
* [core] allow context to be abandoned on destructionIvo van Dongen2017-09-221-1/+3
| | | | - This enables the use case where the system already destroyed the underlying GL resources. Otherwise, the cleanup would fail and crash
* Preserve depth buffer between 3D layers + optimize render order (#9931)Lauren Budorick2017-09-211-0/+3
| | | Port of https://github.com/mapbox/mapbox-gl-js/pull/5101: adds a new render pass `Pass3D` before any other rendering wherein we render layers with 3D passes (fill-extrusion layers) to offscreen framebuffers, sharing a depth renderbuffer between those layers in order to render 3D space correctly. Those framebuffers are saved on the RenderLayers and copied back to the map during the translucent pass. Rendering to offscreen framebuffers before we do any clear + draw means we can avoid expensive framebuffer restores.
* [core] Rename for clarity: ActiveTexture → ActiveTextureUnitJohn Firebaugh2017-09-111-4/+4
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