Commit message (Collapse) | Author | Age | Files | Lines | |
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* | [core] Refactor Painter away | John Firebaugh | 2017-07-19 | 1 | -404/+0 |
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* | [core] Inline Painter::renderPass | John Firebaugh | 2017-07-19 | 1 | -35/+42 |
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* | [core] Move extrusion rendering to RenderFillExtrusionLayer | John Firebaugh | 2017-07-19 | 1 | -53/+3 |
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* | [core] Extract renderTileDebug; inline renderClippingMask | John Firebaugh | 2017-07-19 | 1 | -26/+84 |
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* | [core] Eliminate Bucket::render | John Firebaugh | 2017-07-19 | 1 | -4/+1 |
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* | [core] renderer interface | Ivo van Dongen | 2017-07-18 | 1 | -2/+0 |
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* | [core] Per-segment-per-layer vertex arrays | John Firebaugh | 2017-07-12 | 1 | -4/+11 |
| | | | | Reduces rebinding, matches gl-js, and works around the buggy VAO implementation on PowerVR SGX544 GPUs. | ||||
* | [core] Rework attribute binding (again) | John Firebaugh | 2017-07-12 | 1 | -1/+1 |
| | | | | | | | | | | 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] rename getStencils() to getClipIDs() to better reflect what it ↵ | Konstantin Käfer | 2017-07-06 | 1 | -3/+3 |
| | | | | actually does | ||||
* | [core] Refactor CustomLayer internals | John Firebaugh | 2017-06-22 | 1 | -15/+0 |
| | | | | Move the responsibility for initialization/deinitialization/rendering to RenderCustomLayer. This eliminates special case code from Map and Style. | ||||
* | [core] Enable property functions for line-width (#9250) | Lauren Budorick | 2017-06-19 | 1 | -1/+1 |
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* | [core] Obey "transition" property from style and its default value | John Firebaugh | 2017-06-15 | 1 | -2/+2 |
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* | [core] Dynamic program compilation for data-driven properties | John Firebaugh | 2017-06-13 | 1 | -1/+1 |
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* | [core] Per-bucket icon atlases | John Firebaugh | 2017-06-13 | 1 | -4/+3 |
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* | [core] Per-bucket glyph atlases | John Firebaugh | 2017-06-13 | 1 | -3/+0 |
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* | [core] Merge RenderLayer::uploadBuckets into RenderSource::startRender | John Firebaugh | 2017-06-13 | 1 | -4/+0 |
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* | [core] Parallelism in {start,finish}Render parameters | John Firebaugh | 2017-06-13 | 1 | -6/+3 |
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* | [core] Split RenderStyle from Style | John Firebaugh | 2017-06-05 | 1 | -2/+2 |
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* | Refactor RenderLayer and RenderSource to be more friendly for Non-tiled ↵ | Asheem Mamoowala | 2017-05-26 | 1 | -19/+10 |
| | | | | sources (#9058) | ||||
* | [core] Don't use a separate SpriteAtlas for annotation images | John Firebaugh | 2017-05-26 | 1 | -2/+1 |
| | | | | 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}Properties | John Firebaugh | 2017-05-15 | 1 | -1/+1 |
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* | [core] Move renderer/* files into sub-folders (#8983) | Asheem Mamoowala | 2017-05-12 | 1 | -3/+3 |
| | | | Move renderer/* files into sub-folders | ||||
* | [core] Immutable Impls | John Firebaugh | 2017-05-12 | 1 | -8/+8 |
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* | [core] render light | Ivo van Dongen | 2017-05-08 | 1 | -1/+1 |
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* | [core] Reuse fill-extrusion textures between frames (#8896) | Lauren Budorick | 2017-05-08 | 1 | -9/+10 |
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* | [core] Refactor Source::*Impls into RenderSources and TilePyramid | John Firebaugh | 2017-05-02 | 1 | -3/+5 |
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* | [core] Render fill-extrusion layers (#8431) | Lauren Budorick | 2017-04-27 | 1 | -8/+70 |
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* | [core] split off render layers | Ivo van Dongen | 2017-04-25 | 1 | -10/+10 |
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* | [core] Refactor OpenGL extension loading mechanism | Konstantin Käfer | 2017-03-23 | 1 | -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 Backend | Konstantin Käfer | 2017-03-23 | 1 | -2/+0 |
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* | [core] cache binary shaders on Android | Konstantin Käfer | 2017-03-22 | 1 | -6/+10 |
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* | [core] Add support for data-driven styling | John Firebaugh | 2017-02-02 | 1 | -12/+12 |
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* | [core] remove trailing whitespace, add trailing newlines, add space after // | Konstantin Käfer | 2017-01-27 | 1 | -1/+1 |
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* | [core] Restore GL_KHR_debug messages in release builds | John Firebaugh | 2017-01-17 | 1 | -2/+0 |
| | | | | This reverts commit 8c4da72d09e585bd10d030129c99e1e609a2d2f9. | ||||
* | [core] Use indexed rendering everywhere | John Firebaugh | 2016-12-01 | 1 | -25/+31 |
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* | [build] move logging to util | Konstantin Käfer | 2016-11-22 | 1 | -1/+1 |
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* | [core] Sort symbol render tiles prior to rendering | Bruno de Oliveira Abinader | 2016-11-18 | 1 | -1/+1 |
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* | [core] update native for line property function shaders changes (#6658) | Molly Lloyd | 2016-11-16 | 1 | -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 SegmentVector | John Firebaugh | 2016-11-15 | 1 | -2/+5 |
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* | [core] Use gl::Program to resolve some rough edges in the GL binding types | John Firebaugh | 2016-11-08 | 1 | -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 template | John Firebaugh | 2016-11-08 | 1 | -9/+9 |
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* | [core] Make attribute binding more similar to uniform binding | John Firebaugh | 2016-11-08 | 1 | -15/+15 |
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* | [core] remove gl.hpp from all headers that don't need it | Konstantin Käfer | 2016-11-04 | 1 | -2/+1 |
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* | [core] Modern C++ bindings for OpenGL | John Firebaugh | 2016-10-28 | 1 | -51/+52 |
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* | [core] change std::array<uint16_t, 2> to mbgl::Size | Konstantin Käfer | 2016-10-27 | 1 | -1/+1 |
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* | [core] move gl::Context to Backend and refactor View | Konstantin Käfer | 2016-10-25 | 1 | -17/+18 |
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* | [core] separate Backend from View for headless rendering | Konstantin Käfer | 2016-10-25 | 1 | -11/+14 |
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* | [core] Rationalize shader names | John Firebaugh | 2016-10-06 | 1 | -2/+2 |
| | | | | {layer type}{subtype}Shader | ||||
* | [core] Adhere to vertices/vertexBuffer naming convention | John Firebaugh | 2016-10-05 | 1 | -3/+3 |
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* | [core] Move shader and uniform to gl directory | John Firebaugh | 2016-10-05 | 1 | -1/+1 |
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