| Commit message (Collapse) | Author | Age | Files | Lines |
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Ports https://github.com/mapbox/mapbox-gl-js/pull/3763 and https://github.com/mapbox/mapbox-gl-js/pull/3806.
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functionality.
- Trim whitespace from labels before determining their max-width for alignment.
- Fix crash on labels that contain lines with only a single character of whitespace.
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This converts the style property classes (CirclePaintProperties and so on) to the same tuple-based approach as gl::Attribute and gl::Uniform. The approach is outlined in https://github.com/mapbox/cpp/blob/master/C%2B%2B%20Structural%20Metaprogramming.md.
The main advantage of this approach is it allows writing algorithms that work on sets of style properties, without resorting to code generation or manually repetitive code. This lets us iterate on approaches to data-driven properties more easily.
Another advantage is that the cascading, unevaluated, and evaluated states of a set of properties exist as independent structures, instead of individual properties holding their own state. This is a more functional approach that makes data flow clearer and reduces state.
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Apply bidi and shaping in symbol_layout.
Add utility functions for converting to and from UTF-16.
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conversions and reduce in-memory size.
Continue to use uint32 as glyph ID to maintain Glyph PBF, even though we're only using 16 bits of that uint32.
Use std::codecvt instead of boost::unicode_iterator for UTF8->UTF16 conversions.
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* 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.
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- Added util::{MIN,MAX}_ZOOM_F to avoid consecutive conversions from
double to float
- Move util::log2 to its own header (part of mbgl/math)
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Reuse reverse rotation matrix from CollisionTile when populating the
collision boxes.
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Template on shader types, rather than count. This allows the compiler to enforce using the correct VAO for the shader and PaintMode. This fixes OverdrawMode with circle layers.
While here, avoid using unique_ptrs for groups. Instead, ensure ElementGroup is movable.
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* src/mbgl/annotation/annotation_manager.hpp
* src/mbgl/algorithm/update_renderables.hpp
* src/mbgl/geometry/glyph_atlas.hpp
* src/mbgl/renderer/painter.cpp and src/mbgl/renderer/render_item.hpp
* src/mbgl/renderer/symbol_bucket.hpp and src/mbgl/text/glyph_store.hpp
* src/mbgl/sprite/sprite_atlas.hpp
* include/mbgl/storage/network_status.hpp
* src/mbgl/text/collision_tile.cpp
* src/mbgl/style/update_batch.hpp
* platform/default/mbgl/storage/offline_download.hpp
* Add GlyphRangeSet typedef
* Fix whitespace & unused imports
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SymbolLayout lives on the worker thread and contains the persistent data needed for repeated placement. SymbolBucket contains the data generated during placement, and is transferred to the main thread for rendering.
This eliminates the risky sharing of GeometryTile::buckets between the main thread and worker thread during TileWorker::redoPlacement.
While here, rationalize the names of states a SymbolLayout may be in:
* Pending: Waiting for the necessary glyphs or icons to be available.
* Prepared: The potential positions of text and icons have been determined.
* Placed: The final positions have been determined, taking into account prior layers.
In TileWorker, all SymbolLayouts are stored in a single vector. Each SymbolLayout knows what state it is in, and TileWorker can easily determine how much progress it can make toward a final result.
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