| Commit message (Collapse) | Author | Age | Files | Lines |
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As reported by clang-tidy-8.
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The platform will be responsible to load the OpenGL implementation
and give the function pointers to Mapbox GL Core. The platform might
load OpenGL by linking against some OpenGL implementation, load it
dynamically, etc. It doesn't matter as long as it is a valid
implementation.
Also adds the `::platform` namespace where all the missing symbols and
interfaces expected to be implemented by the platforms will live.
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Android needs its own implementation.
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Follows approach in src/mbgl/util/thread.hpp header.
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Rewrite enum.hpp in such a way that parseConstant can be defined generically for all enumerated types.
While there, properly validated enumerated property values.
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some functions defined in <cmath>, as well as std::to_string aren't available on GNU's STL for some platforms, e.g. Android
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Do not use the Environment anymore. The Environment ID is not
really necessary anymore as we are forwarding exceptions to the
main thread, so we always know which Map object triggered the
error.
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These were used only for prerendered textures, which were removed.
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- catch SQLite exceptions and report them
- failed statements are ignored, we're really just caching here, so if it fails we're handling it gracefully elsewhere
- handle cases where the database file goes away after we opened it
- handle cases where the schema wasn't created after the database file was opened successfully
- add tests
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To make it easier to debug, add the Environment ID and the Thread name
to the log messages. For instance log messages from the TileParser will look like:
[WARNING] {0}{TileWorker_15/18653/9486}[ParseTile]: some relevant warning message
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| | | +-> Component
| | +--------------------> Thread name
| +----------------------------------> Environment ID
+------------------------------------------> Severity level
Log messages that are not inside an Environment::Scope will work
normally and will look like:
[WARNING] [JNI]: some relevant warning message
Fixes #882.
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Now the FixtureLog is an Log::Observer instead of a backend. The
observer can sniff and filter log messages, that can be used
for fail a test if it emits a warning for example.
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No initialization is needed anymore and we can use the logging functions
safely at any point of the code (threading is not handled though, so you
might get multiplexed messages if you log from two threads
simultaneously).
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Move the implementation of the more specialized methods to the base
class and let the platform implement only the most generic method that
takes all the possible arguments.
These specialized methods will then map to the generic implementation
that must be provided by the platforms we support.
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Conflicts:
platform/default/glfw_view.cpp
platform/default/headless_view.cpp
src/mbgl/renderer/painter.cpp
src/mbgl/renderer/prerendered_texture.cpp
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Conflicts:
include/mbgl/platform/gl.hpp
src/mbgl/platform/gl.cpp
src/mbgl/shader/shader.cpp
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Conflicts:
.gitignore
gyp/mbgl-ios.gypi
gyp/mbgl-linux.gypi
gyp/mbgl-osx.gypi
include/mbgl/map/map.hpp
src/mbgl/map/map.cpp
src/mbgl/storage/caching_http_file_source.cpp
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