| Commit message (Collapse) | Author | Age | Files | Lines |
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This PR puts `impl()` functions definitions into a nameless namespace
to provide internal linkage and to make sure that appropriate cast function
is invoked.
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render(PaintParameters)
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This is a step to stop using of render layers in tile worker thread.
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This patch will make Mapbox GL Core never use OpenGL
directly. We should consider locking into OpenGL ES 2.0
to simplify the code path and remove #ifdefs.
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`LayerManager` is now responsible for `RenderLayer` instances creation,
so that there is a single entry point for creating of objects, which
correspond to a certain layer type.
The `LayerType type` field is dropped from `Layer::Impl`.
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Add a parameter to Program::draw to control whether face culling should
be enabled. This will be used in a follow up commit to enable face
culling for fill extrusion layers.
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expressions in `*-pattern` properties
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mercator world coordinates to GL coordinates.
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Use a host interface for CustomLayer instead of function pointers
Co-authored-by: Julian Rex <julian.rex@mapbox.com>
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* [core] RenderCustomLayer should de-initialize old context
* [iOS, macOS] Use toll-free bridging to retain/release MGLOpenGLStyleLayer instead of a separate array.
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- optional callback method that can be used to do cleanup when the context has been lost before re-initialisation
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- Prevents cleaning up of GL resources that no longer exist, resulting in a crash
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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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Move the responsibility for initialization/deinitialization/rendering to RenderCustomLayer. This eliminates special case code from Map and Style.
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Move renderer/* files into sub-folders
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