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path: root/src/mbgl/renderer/painter.cpp
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* [core] Refactor OpenGL extension loading mechanismKonstantin Käfer2017-03-231-11/+11
| | | | 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.
* [core] Move OpenGL extension initialization to BackendKonstantin Käfer2017-03-231-2/+0
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* [core] cache binary shaders on AndroidKonstantin Käfer2017-03-221-6/+10
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* [core] Add support for data-driven stylingJohn Firebaugh2017-02-021-12/+12
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* [core] remove trailing whitespace, add trailing newlines, add space after //Konstantin Käfer2017-01-271-1/+1
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* [core] Restore GL_KHR_debug messages in release buildsJohn Firebaugh2017-01-171-2/+0
| | | | This reverts commit 8c4da72d09e585bd10d030129c99e1e609a2d2f9.
* [core] Use indexed rendering everywhereJohn Firebaugh2016-12-011-25/+31
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* [build] move logging to utilKonstantin Käfer2016-11-221-1/+1
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* [core] Sort symbol render tiles prior to renderingBruno de Oliveira Abinader2016-11-181-1/+1
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* [core] update native for line property function shaders changes (#6658)Molly Lloyd2016-11-161-3/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * [core] update shaders for line property functions update deps, define device pixel ratio for all shaders [core] create ShaderParameter struct to store pixel ratio and overdraw param repair rebase errs update shaders to include pixel ratio make sure collision_box never overdraws update test suite, move shaders to Painter::render so the correct pixel ratio is applied move shader compiling back to the Painter constructor rebase from shader --> program refactor re-factor parameters for collisionBox and debug programs remove unused vars from line-program, move blur math to shader update core files remove unecessary files update shaders PR, remove comments bump test suite sha fix formatting, incorporate feedback refactor program.hpp * [core] remove line transformations that were moved to the shaders, bump shader sha * [core] shorten ProgramParameter instantiation * [core] bump shader+test suite shas
* [core] Introduce SegmentVectorJohn Firebaugh2016-11-151-2/+5
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* [core] Use gl::Program to resolve some rough edges in the GL binding typesJohn Firebaugh2016-11-081-20/+34
| | | | | | | | | * 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.
* [core] Introduce gl::Program templateJohn Firebaugh2016-11-081-9/+9
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* [core] Make attribute binding more similar to uniform bindingJohn Firebaugh2016-11-081-15/+15
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* [core] remove gl.hpp from all headers that don't need itKonstantin Käfer2016-11-041-2/+1
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* [core] Modern C++ bindings for OpenGLJohn Firebaugh2016-10-281-51/+52
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* [core] change std::array<uint16_t, 2> to mbgl::SizeKonstantin Käfer2016-10-271-1/+1
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* [core] move gl::Context to Backend and refactor ViewKonstantin Käfer2016-10-251-17/+18
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* [core] separate Backend from View for headless renderingKonstantin Käfer2016-10-251-11/+14
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* [core] Rationalize shader namesJohn Firebaugh2016-10-061-2/+2
| | | | {layer type}{subtype}Shader
* [core] Adhere to vertices/vertexBuffer naming conventionJohn Firebaugh2016-10-051-3/+3
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* [core] Move shader and uniform to gl directoryJohn Firebaugh2016-10-051-1/+1
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* [core] Refactor BufferJohn Firebaugh2016-10-051-4/+22
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* [core] only load debug extensions in debug modeKonstantin Käfer2016-09-291-0/+2
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* [core] remove dependence on gl.h typesKonstantin Käfer2016-09-291-20/+23
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* [core] merge gl::ObjectStore into gl::ContextKonstantin Käfer2016-09-271-15/+17
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* [core] rename gl::Config to gl::ContextKonstantin Käfer2016-09-271-49/+49
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* [core] move GL value accessors to gl::value namespaceKonstantin Käfer2016-09-271-4/+4
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* [core] store viewport and FBO bindingKonstantin Käfer2016-09-271-0/+8
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* [core] track VAOs and BuffersKonstantin Käfer2016-09-261-5/+5
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* [core] Convert uses of std::set to std::unordered_set (#6325)Lucas Wojciechowski2016-09-191-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | * 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
* [core] Merge GlyphStore and GlyphAtlasJohn Firebaugh2016-09-191-1/+1
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* [core] change bool overdraw to PaintMode::OverdrawKonstantin Käfer2016-09-071-3/+3
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* [core] set correct depth values for CustomLayer so compositing worksKonstantin Käfer2016-08-221-0/+5
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* [core] add ability show visualize the depth buffer to the GLFW and macOS appKonstantin Käfer2016-08-191-0/+6
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* [core] Use NDEBUG instead of DEBUGBruno de Oliveira Abinader2016-08-051-7/+3
| | | | | CMake defines 'NDEBUG' by default for release build, so we can check if that's not defined instead of using 'DEBUG' for debug build.
* [core] Make MapDebugOptions::StencilClip a no-op in Release modeBruno de Oliveira Abinader2016-07-201-0/+2
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* [core] Make MapDebugOptions::Overdraw a no-op in Release modeBruno de Oliveira Abinader2016-07-201-0/+6
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* [core] Remove unusedJohn Firebaugh2016-07-111-5/+0
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* [core] Move translatedMatrix to RenderTileJohn Firebaugh2016-07-111-26/+0
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* [core] Pass RenderTile rather than individual parametersJohn Firebaugh2016-07-111-1/+1
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* [core] Introduce PaintParametersJohn Firebaugh2016-07-111-6/+14
| | | | Use it to DRY selection of regular vs. overdraw shaders and VAOs.
* [core] Introduce non-anonymous Shaders classJohn Firebaugh2016-07-111-38/+3
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* [core] track texture state to avoid redundand bindsKonstantin Käfer2016-07-081-7/+11
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* [core] Make extrudeScale calculations more similar to JSJohn Firebaugh2016-07-071-4/+4
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* [core] don't force GL state to be set when calling .reset()Konstantin Käfer2016-07-071-0/+1
| | | | We are using Value::reset() to change a piece of GL state to its default value. However, the current implementation always executes the GL call, even if our state tracking system knows that it's already at that value. The new implementation of Value::reset() now respects that, resulting in a lot fewer GL calls.
* [core] move shaders to anon struct and alias themKonstantin Käfer2016-07-071-27/+26
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* [core] Added StaticRasterVertexBufferBruno de Oliveira Abinader2016-07-021-0/+1
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* [core] Fix overdraw mode on LinuxBruno de Oliveira Abinader2016-07-011-2/+16
| | | | | | | | | | - Use glBindAttribLocation for GLSL attributes. - Create a separate shader for each shader that supports overdraw. Needed because each uniform location must be known for every program. - Create a separate VAO for each shader inside buckets. Needed because we can only bind a VAO to a specific shader. Fixes #5435.
* [core] Merge TexturePool into ObjectStore; pool all textures (#5477)John Firebaugh2016-06-271-3/+2
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