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path: root/src/mbgl/gl/context.hpp
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* [core] Expose a way of flushing the graphics pipelineThiago Marcos P. Santos2019-03-201-0/+5
| | | | | Useful for apps before going to background that are restricted by the OS of performing any operation.
* [core] move cleanup to gfx::ContextKonstantin Käfer2019-03-201-1/+1
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* [core] move ProgramMap to within the gl::Program objectKonstantin Käfer2019-03-201-1/+1
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* [core] expose vertex binding count in gfx::ContextKonstantin Käfer2019-03-201-3/+1
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* Merge pull request #14126 from mapbox/gfx-refactor-4Konstantin Käfer2019-03-151-8/+4
| | | Graphics refactor #4
* [core] add texture bindings to draw call instead of Context member fnKonstantin Käfer2019-03-121-9/+2
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* [core] move Texture to the gfx namespaceKonstantin Käfer2019-03-121-41/+14
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* [core] move Texture related enums to gfx namespaceKonstantin Käfer2019-03-121-18/+18
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* [core] introduce gfx::Context and move Buffer creation/update methods to itKonstantin Käfer2019-03-061-38/+8
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* [core] move BufferUsage enum to gfx namespaceKonstantin Käfer2019-03-061-4/+4
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* [core] move VertexBuffer<> to gfx namespaceKonstantin Käfer2019-03-061-7/+7
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* [core] move IndexBuffer to gfx namespaceKonstantin Käfer2019-03-061-7/+7
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* [core] unify *Buffer/Vector namingKonstantin Käfer2019-03-061-8/+8
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* [core] remove unused template parameter from gl::IndexBufferKonstantin Käfer2019-03-061-3/+3
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* [core] move VertexVector/IndexVector to gfx namespaceKonstantin Käfer2019-03-061-4/+6
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* [core] move CullFaceMode to gfx namespaceKonstantin Käfer2019-03-011-2/+2
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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 ColorMode to gfx namespaceKonstantin Käfer2019-03-011-2/+2
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* [core] move draw mode and primitives to gfx namespaceKonstantin Käfer2019-03-011-7/+7
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* [core] remove DrawMode from VertexVector/BufferKonstantin Käfer2019-02-251-5/+5
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* [core] Switch to the new OpenGL abstractionThiago Marcos P. Santos2019-02-121-0/+1
| | | | | | 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] Refactor vertex array object extension initializationAnder Conselvan de Oliveira2018-09-141-6/+1
| | | | | | | 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/+4
| | | | | | 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.
* Remove use of noncopyable in ContextSudarsana Babu Nagineni2018-07-301-1/+3
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* [core] Don't crash when attribute count is exceededKonstantin Käfer2018-05-031-1/+3
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* [core, ios, macos, android, node] Heatmap layer (#11046)Vladimir Agafonkin2018-02-151-8/+16
| | | | | 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] Fix crash on Qt + Windows + ANGLEThiago Marcos P. Santos2017-11-241-1/+6
| | | | Support for VAO extensions is broken.
* [core] Cleanup in response to review comments.Chris Loer2017-11-171-2/+2
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* [core] Enable dynamic updates of index buffers.Chris Loer2017-11-171-3/+11
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* Revert "[core] Expose ColorMask in gl::Context::clear()"Bruno de Oliveira Abinader2017-11-021-2/+1
| | | | This reverts commit e350ef37fe68312c4b5fb03b289a90c0bdda4f03.
* [core] Expose ColorMask in gl::Context::clear()Bruno de Oliveira Abinader2017-11-011-1/+2
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* [core] allow context to be abandoned on destructionIvo van Dongen2017-09-221-0/+6
| | | | - This enables the use case where the system already destroyed the underlying GL resources. Otherwise, the cleanup would fail and crash
* [core] Rename for clarity: ActiveTexture → ActiveTextureUnitJohn Firebaugh2017-09-111-1/+1
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* [all] Merge View into RendererBackendJohn Firebaugh2017-07-261-3/+0
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* [core] Rework attribute binding (again)John Firebaugh2017-07-121-5/+7
| | | | | | | | | | 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.
* [core] add static asserts for more gl constantsAnsis Brammanis2017-07-111-2/+2
| | | | and rename BufferUsageType to BufferUsage
* [core] improve legibility of labels that follow linesAnsis Brammanis2017-07-111-3/+10
| | | | | | | | | | port https://github.com/mapbox/mapbox-gl-js/pull/4781 This improves legibility of labels that follow lines in pitched views. The previous approach used the limited information in the shader to calculate put the glyph in approximatelyright place. The new approach does this more accurately by doing it on the cpu where we have access to the entire line geometry.
* [core] glPixelStorei is in OpenGL ES 2John Firebaugh2017-06-131-2/+3
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* [core] Added Backend::{assume,set}ScissorTestBruno de Oliveira Abinader2017-06-131-0/+1
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* [core] Render fill-extrusion layers (#8431)Lauren Budorick2017-04-271-1/+5
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* [core] Refactor OpenGL extension loading mechanismKonstantin Käfer2017-03-231-1/+29
| | | | Previously, we initialized global variables that held pointers to the extension functions. While this seemed to work, the spec doesn't guarantee that the function pointers are identical for different OpenGL contexts. Therefore, we are now making them a member variable of the Context object.
* [core] cache binary shaders on AndroidKonstantin Käfer2017-03-221-0/+10
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* [core] Remove unnecessary unordered_map includesJohn Firebaugh2017-03-211-1/+0
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* [core] Redo approach to unsupported VAO extensionJohn Firebaugh2017-02-201-0/+2
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* [core] Restore support for GL implementations without VAO extensionJohn Firebaugh2017-02-101-0/+4
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* [core] Add support for data-driven stylingJohn Firebaugh2017-02-021-23/+12
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* [core] Return to static, per-segment approach to VAOsJohn Firebaugh2016-11-151-14/+0
| | | | This is safer now -- it can be an implementation detail of Segment/Context. And the typing of SegmentVector now ensures that the attributes and program match.
* [core] Assign attribute locations sequentiallyJohn Firebaugh2016-11-151-0/+1
| | | | | | | Two reasons to prefer explicit sequential location assignment, rather than relying on the GLSL linker to assign locations: * For data-driven properties, we want to have the option to use glDisableVertexAttribArray plus glVertexAttrib*. In order to use glDisableVertexAttribArray, we must avoid using attribute location 0, which cannot be disabled. * We want to use the same VAO in cases where, say, a fill layer might be rendered with FillProgram at first, and then FillPatternProgram later. VAOs do not store the program binding, only the attribute bindings, so as long as the two programs have the same attributes and attribute locations, only a single VAO (per segment) is needed.
* [core] Use gl::Program to resolve some rough edges in the GL binding typesJohn Firebaugh2016-11-081-10/+30
| | | | | | | | | * 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.