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path: root/src/mbgl/renderer/render_layer.hpp
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* [core] Simplify RenderLayer interface.Mikhail Pozdnyakov2019-04-171-6/+3
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* [core] Update `style::LayerProperties` instances in tilesMikhail Pozdnyakov2019-04-171-5/+0
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* [core] Introduce `LayerRenderData`. Source::update() accepts layer properties.Mikhail Pozdnyakov2019-04-171-0/+7
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* [core] Use `style::LayerProperties` in render layers, buckets and layouts.Mikhail Pozdnyakov2019-04-171-3/+5
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* [core] Simplify render symbol layer initializationMikhail Pozdnyakov2019-04-021-4/+1
| | | | Obviate few extra calls from the renderer impl parts initializing symbol layers.
* [core] Layer manager is responsible for buckets and layouts creationMikhail Pozdnyakov2019-02-251-9/+0
| | | | This is a step to stop using of render layers in tile worker thread.
* [core] shader program must always match bucket in render symbol layerMikhail Pozdnyakov2019-01-111-0/+4
| | | | | | | | | Before this change, `RenderSymbolLayer` with updated style was trying to render symbols using the previous bucket (with paint property binders that matched a previous program). Now, symbol bucket caches the latest corresponding paint properties (caching is happening on complete tiles only). As a result, `RenderSymbolLayer` always picks the shader program and its parameters in sync with the obtained bucket.
* [core] Drop LayerTypeMikhail Pozdnyakov2019-01-041-1/+0
| | | | | Drop LayerType and its remaining usages. The generic code should be layer type agnostic.
* [core][Android][Darwin] LayerManager creates RenderLayer instancesMikhail Pozdnyakov2018-11-271-7/+1
| | | | | | | | `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`.
* [core] Remove RenderLayer's is<> as<> methodsAlexander Shalamov2018-11-191-15/+0
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* [core] Replace RenderSymbolLayer downcast with symbol interfaceAlexander Shalamov2018-11-191-4/+4
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* [core] Remove casts for Custom and Background render layersAlexander Shalamov2018-11-191-0/+3
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* [core] Move layer specific color ramp updates behind common update() methodAlexander Shalamov2018-11-191-0/+7
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* [core] Move RenderTile filtering / sorting logic to render layersAlexander Shalamov2018-11-191-2/+11
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* [core] Move markContextDestroyed() to the RenderLayerAlexander Shalamov2018-11-191-1/+1
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* [core] simplify dependency layout process and refactor data structuresMolly Lloyd2018-08-311-2/+8
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* [core] Implement CrossFadedDataDrivenProperty to add support for feature ↵Molly Lloyd2018-08-311-0/+3
| | | | expressions in `*-pattern` properties
* Merge branch 'release-boba' into masterupstream/fabian-merge-release-4.0.1-masterFabian Guerra2018-05-171-0/+11
|\ | | | | | | | | | | | | | | | | | | | | | | # Conflicts: # mapbox-gl-js # platform/android/CHANGELOG.md # platform/android/MapboxGLAndroidSDK/gradle.properties # platform/android/gradle/dependencies.gradle # platform/darwin/src/MGLVectorTileSource.mm # platform/darwin/src/MGLVectorTileSource_Private.h # platform/ios/CHANGELOG.md # src/mbgl/style/expression/compound_expression.cpp
| * [core] Don't crash when attribute count is exceededKonstantin Käfer2018-05-031-0/+11
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* | [core] fix circle querying for scale and alignmentChris Loer2018-04-261-1/+4
|/ | | | | | | This fixes circle querying for cases where either circle-pitch-alignment=map or circle-pitch-scaling=viewport
* [core] Cleanup in response to review comments.Chris Loer2017-11-171-1/+5
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* [core] Switch from background to foreground placementChris Loer2017-11-171-4/+3
| | | | | | | | | | | | - Background placement code now just generates static symbol buffers - Don't render GeometryTiles until their symbols are loaded. This is necessary for the CrossTileSymbolIndex to successfully prevent flicker. - SymbolInstances are transferred to SymbolBucket for use on foreground during collision detection - Symbols are sorted on foreground by sorting their index buffer but leaving vertex buffers intact (only works within one segment) - Vertical glyphs are generated at same time as horizontal glyphs. `reprojectLineLabels` chooses which one to use at render time and hides the other. - Icons are now always represented with a single collision box, even if they're placed along a line (this means their rotation alignment may be wrong, but the approach of representing them with multiple collision boxes wasn't very accurate either). - Generate vertices for new debug collision boxes and collision circles - Only add symbols within tile boundaries (reduces work, avoids double-draw) - Update symbol_projection.cpp to support line label projection calls from CollisionIndex.
* [core] Refactor Painter awayJohn Firebaugh2017-07-191-2/+1
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* [core] Eliminate Bucket::renderJohn Firebaugh2017-07-191-1/+1
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* [core] Refactor CustomLayer internalsJohn Firebaugh2017-06-221-4/+0
| | | | Move the responsibility for initialization/deinitialization/rendering to RenderCustomLayer. This eliminates special case code from Map and Style.
* [core] Merge RenderLayer::uploadBuckets into RenderSource::startRenderJohn Firebaugh2017-06-131-2/+2
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* Refactor RenderLayer and RenderSource to be more friendly for Non-tiled ↵Asheem Mamoowala2017-05-261-0/+15
| | | | sources (#9058)
* [core] cascade ⇢ transition / cascading ⇢ transitionableJohn Firebaugh2017-05-151-4/+4
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* [core] Replace createRender{Source,Layer} with Render{Source,Layer}::createJohn Firebaugh2017-05-121-0/+2
| | | | | * Eliminates the need for EnableImmutableFromThis * Eliminates the dependency of {Source,Layer}::Impl on corresponding Render class (circular dependency)
* [core] Remove unused RenderLayer::cloneJohn Firebaugh2017-05-121-3/+0
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* [core] Immutable ImplsJohn Firebaugh2017-05-121-5/+4
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* [core] Calculate hasPendingTransitions functionally rather than statefullyJohn Firebaugh2017-05-031-1/+3
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* [core] Move render-related sources out of style directory/namespaceJohn Firebaugh2017-05-031-5/+2
| | | | | | | | | | | | | | | | Moves the following to the renderer directory and out of the style namespace: * CascadeParameters * PropertyEvaluationParameters * UpdateParameters * PropertyEvaluator * DataDrivenPropertyEvaluator * CrossFadedPropertyEvaluator * PaintPropertyBinder * PaintProperyStatistics * PossiblyEvaluatedPropertyValue * TransitioningLight * EvaluatedLight
* [core] split off render layersIvo van Dongen2017-04-251-0/+87