| Commit message (Collapse) | Author | Age | Files | Lines |
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- This enables the use case where the system already destroyed the underlying GL resources. Otherwise, the cleanup would fail and crash
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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.
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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.
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known bugs
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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.
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and rename BufferUsageType to BufferUsage
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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.
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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.
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Rather than binding constant attributes that will never be used, just disable the attribute.
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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.
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boundsj-merge-release-branch
# Conflicts:
# cmake/core-files.cmake
# mapbox-gl-js
# platform/android/CHANGELOG.md
# platform/ios/CHANGELOG.md
# platform/macos/CHANGELOG.md
# platform/qt/bitrise-qt5.yml
# src/mbgl/gl/attribute.hpp
# src/mbgl/gl/context.cpp
# src/mbgl/gl/program.hpp
# src/mbgl/map/map.cpp
# src/mbgl/programs/program.hpp
# src/mbgl/renderer/painter.cpp
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* Update gl-js and generate style code
* Factor out packUint8Pair() helper function
* Draft implementation of DDS for {text,icon}-size
Ports https://github.com/mapbox/mapbox-gl-js/pull/4455
* Fix text-size/composite-function-line-placement test
* Refactor to PaintPropertyBinders-like strategy
* Dedupe gl::Program construction
* Use exponential function base for interpolation
* Dedupe coveringZoomStops method
* Fixup tests
* Fix CI errors (hidden within #if block)
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Captured via clang-analyzer-deadcode.DeadStores.
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We're doing all of this in our own context anyway, so no need to restore the state
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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.
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PaintPropertyBinder and subclass templates were being instantiated for every unique attribute type (e.g. a_color, a_fill_color, a_halo_color) even though they behave identically for a given property value type (e.g. Color). To fix this, a unique type such as a_color no longer derives from gl::Attribute<...> -- instead it has an inner Type typedef, which should be used wherever neither a unique type nor attribute name is required. This reduces binary size substantially:
VM SIZE FILE SIZE
++++++++++++++ GROWING ++++++++++++++
-------------- SHRINKING --------------
-2.0% -49.3Ki __TEXT,__text -49.3Ki -2.0%
-3.1% -5.21Ki [None] -2.79Ki -1.6%
-2.1% -4.12Ki __TEXT,__const -4.12Ki -2.1%
-1.4% -4.04Ki __TEXT,__gcc_except_tab -4.04Ki -1.4%
-19.3% -3.62Ki __DATA,__data -3.62Ki -19.3%
-2.5% -1.65Ki __TEXT,__unwind_info -1.65Ki -2.5%
-4.2% -8 __DATA,__mod_init_func 0 [ = ]
-1.9% -68.0Ki TOTAL -65.6Ki -1.9%
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