Commit message (Collapse) | Author | Age | Files | Lines | |
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* | [core] re-bind uniform locations after re-linking program | Ivo van Dongen | 2018-04-05 | 1 | -0/+5 |
| | | | | - On some gl implementations the uniform locations are shifted after linking the program a second time, resulting in errors when using any uniform. On some implementations they are actually doubled. Re-binding the uniforms after selectively binding the vertex attributes prevents this. | ||||
* | [core] blacklist vao usage on mali t720 (sapphire 650) | Ivo van Dongen | 2018-02-23 | 1 | -2/+9 |
| | | | | Avoids problems on (amongst others) Samsung Galaxy J3 | ||||
* | [core, ios, macos, android, node] Heatmap layer (#11046) | Vladimir Agafonkin | 2018-02-15 | 4 | -12/+56 |
| | | | | | 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 support | Tobrun | 2018-01-31 | 1 | -2/+3 |
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* | [core] blacklist binary program loading for Vivante GC4000 GPUs | Konstantin Käfer | 2018-01-09 | 1 | -1/+4 |
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* | Correct ColorMode::Replace | Lauren Budorick | 2017-12-07 | 1 | -1/+1 |
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* | [core] Fix crash on Qt + Windows + ANGLE | Thiago Marcos P. Santos | 2017-11-24 | 1 | -1/+6 |
| | | | | Support for VAO extensions is broken. | ||||
* | [core] Cleanup in response to review comments. | Chris Loer | 2017-11-17 | 1 | -2/+2 |
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* | [core] Enable dynamic updates of index buffers. | Chris Loer | 2017-11-17 | 3 | -5/+23 |
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* | Revert "[core] Expose ColorMask in gl::Context::clear()" | Bruno de Oliveira Abinader | 2017-11-02 | 2 | -11/+5 |
| | | | | This reverts commit e350ef37fe68312c4b5fb03b289a90c0bdda4f03. | ||||
* | [core] Expose ColorMask in gl::Context::clear() | Bruno de Oliveira Abinader | 2017-11-01 | 2 | -3/+9 |
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* | [core] blacklist VAO usage on adreno 3xx | Ivo van Dongen | 2017-10-26 | 1 | -1/+8 |
| | | | | - Causes crashes on usage of glBuffer(Sub)Data | ||||
* | [core] Make the OpenGL implementation platform specific | Thiago Marcos P. Santos | 2017-10-25 | 1 | -28/+2 |
| | | | | | Split the headers, so each platform includes the most appropriated header. | ||||
* | [core] allow context to be abandoned on destruction | Ivo van Dongen | 2017-09-22 | 2 | -1/+9 |
| | | | | - 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 Budorick | 2017-09-21 | 2 | -1/+18 |
| | | | 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 → ActiveTextureUnit | John Firebaugh | 2017-09-11 | 4 | -9/+9 |
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* | [core] Dirty the correct state when a texture is deleted | John Firebaugh | 2017-09-11 | 1 | -2/+4 |
| | | | | When a texture is deleted, it is as if all texture units to which that texture object is bound are rebound to texture object zero. Therefore it's the *bindings* that need to be dirtied, not the active texture unit. | ||||
* | [all] Merge View into RendererBackend | John Firebaugh | 2017-07-26 | 2 | -4/+0 |
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* | [core] generate masks for raster tiles to avoid painting over children | Konstantin Käfer | 2017-07-24 | 2 | -0/+2 |
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* | [android] Disable program caching on Adreno 3xx, 4xx, and 5xx GPUs due to ↵ | John Firebaugh | 2017-07-21 | 1 | -1/+15 |
| | | | | known bugs | ||||
* | [core] Work around Adreno 2xx GPU bugs (#9573) | John Firebaugh | 2017-07-21 | 1 | -0/+7 |
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* | [core] Pass correct sources to programIdentifier | John Firebaugh | 2017-07-12 | 1 | -10/+6 |
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* | [core] Add comments explaining typing of AttributeLocation and UniformLocation | John Firebaugh | 2017-07-12 | 1 | -0/+8 |
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* | [core] Reduce memory requirements of VertexArrays | John Firebaugh | 2017-07-12 | 4 | -12/+34 |
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* | [core] Rework attribute binding (again) | John Firebaugh | 2017-07-12 | 14 | -245/+226 |
| | | | | | | | | | | 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] Inline getActiveAttributes details | John Firebaugh | 2017-07-12 | 1 | -25/+11 |
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* | [core] Include what you use | John Firebaugh | 2017-07-12 | 1 | -1/+1 |
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* | [core] GCC 4.9 bracket initialization issues | Bruno de Oliveira Abinader | 2017-07-12 | 1 | -1/+3 |
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* | [core] GCC 4.9 is unable to deduce ctors when using bracket init | Bruno de Oliveira Abinader | 2017-07-12 | 1 | -4/+16 |
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* | [core] Added MBGL_CONSTEXPR to satisfy GCC 4.9 | Bruno de Oliveira Abinader | 2017-07-12 | 1 | -1/+2 |
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* | [core] GCC 4.9 does not fully support custom variable templates | Bruno de Oliveira Abinader | 2017-07-12 | 2 | -13/+12 |
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* | [core] add static asserts for more gl constants | Ansis Brammanis | 2017-07-11 | 3 | -4/+51 |
| | | | | and rename BufferUsageType to BufferUsage | ||||
* | [core] improve legibility of labels that follow lines | Ansis Brammanis | 2017-07-11 | 3 | -5/+23 |
| | | | | | | | | | | 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] Bind only active attributes in order to avoid exceeding attribute ↵ | Lauren Budorick | 2017-06-29 | 3 | -6/+64 |
| | | | | | 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. | ||||
* | [core] add MBGL_CHECK_ERROR to some locations where it was missing | Konstantin Käfer | 2017-06-21 | 1 | -4/+4 |
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* | [core] Eliminate constant attribute bindings | John Firebaugh | 2017-06-14 | 3 | -208/+63 |
| | | | | Rather than binding constant attributes that will never be used, just disable the attribute. | ||||
* | [core] Dynamic program compilation for data-driven properties | John Firebaugh | 2017-06-13 | 1 | -6/+5 |
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* | [core] cleanup ProgramParameters | Konstantin Käfer | 2017-06-13 | 1 | -2/+2 |
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* | [core] only bind uniforms that exist in the program | Konstantin Käfer | 2017-06-13 | 1 | -1/+1 |
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* | [core] verify that the active uniform types match our assumed types | Konstantin Käfer | 2017-06-13 | 3 | -0/+144 |
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* | [core] store vertex attribute binding to prevent duplicate binds | Konstantin Käfer | 2017-06-13 | 1 | -0/+1 |
| | | | | | | | | | We have an "oldBinding" value that we use for checking whether the vertex attribute was already bound to the current VAO, but we never set the state. Additionally, we're also checking whether the previous state was already any binding (optional is set), and don't re-enable the vertex attribute array. Additionally, we now only disable the vertex attribute array when the previous state was in fact an array attribute. We still don't deduplicate constant glVertexAttrib* calls, but that's a little trickier. | ||||
* | [core] Per-bucket glyph atlases | John Firebaugh | 2017-06-13 | 1 | -0/+1 |
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* | [core] glPixelStorei is in OpenGL ES 2 | John Firebaugh | 2017-06-13 | 5 | -52/+47 |
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* | [core] Added Backend::{assume,set}ScissorTest | Bruno de Oliveira Abinader | 2017-06-13 | 4 | -2/+22 |
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* | [core] Reuse RasterBucket for ImageSource | Asheem Mamoowala | 2017-06-01 | 2 | -0/+2 |
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* | [tidy] modernize-use-using | Bruno de Oliveira Abinader | 2017-05-12 | 1 | -7/+7 |
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* | [tidy] modernize-use-auto | Bruno de Oliveira Abinader | 2017-05-12 | 1 | -2/+2 |
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* | [core] Throw exceptions by value | Konstantin Käfer | 2017-05-05 | 1 | -2/+2 |
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* | [core] Render fill-extrusion layers (#8431) | Lauren Budorick | 2017-04-27 | 3 | -1/+22 |
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* | [core] remove unused leftover files | Konstantin Käfer | 2017-04-20 | 3 | -52/+1 |
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