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path: root/src/mbgl/renderer/buckets
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* [core] generate masks for raster tiles to avoid painting over childrenKonstantin Käfer2017-07-242-1/+68
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* [core] Refactor Painter awayJohn Firebaugh2017-07-191-1/+1
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* [core] Eliminate Bucket::renderJohn Firebaugh2017-07-1912-66/+2
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* [core][ios][android][macos] Use premultiplied image directly for RasterTile ↵Asheem Mamoowala2017-07-172-8/+8
| | | | and ImageSource, un-premultiply in the shader for blending
* [core] Use shared pointer to manage Image source raster data and speed up ↵Asheem Mamoowala2017-07-172-5/+19
| | | | change detection
* [core] Rework attribute binding (again)John Firebaugh2017-07-127-15/+15
| | | | | | | | | | 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 Brammanis2017-07-112-2/+26
| | | | | | | | | | 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] Don't upload empty bucketsBruno de Oliveira Abinader2017-07-061-2/+1
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* [core] Enable property functions for line-width (#9250)Lauren Budorick2017-06-191-1/+1
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* [iOS][macOS] Add ImageSource bindingsAsheem Mamoowala2017-06-191-2/+4
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* [core] Per-tile glyph/icon atlasesJohn Firebaugh2017-06-132-5/+0
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* [core] Per-bucket icon atlasesJohn Firebaugh2017-06-132-0/+3
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* [core] Per-bucket glyph atlasesJohn Firebaugh2017-06-132-0/+4
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* [core] Reuse RasterBucket for ImageSourceAsheem Mamoowala2017-06-012-5/+10
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* [core] Use fixed-size std::array for ImageSource coordinatesAsheem Mamoowala2017-06-012-3/+6
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* [core] Render Image SourceAsheem Mamoowala2017-06-012-6/+37
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* [core] Don't use a separate SpriteAtlas for annotation imagesJohn Firebaugh2017-05-261-2/+0
| | | | Instead, just add them to the Style as needed. Includes changes from #8905 and takes care to avoid regressing #3817.
* [core] Unify {Paint,Layout,Light}PropertiesJohn Firebaugh2017-05-154-4/+5
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* [core] Move renderer/* files into sub-folders (#8983)Asheem Mamoowala2017-05-1214-0/+1480
Move renderer/* files into sub-folders