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path: root/src/mbgl/shaders/line.cpp
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* Bump GL JS pin to get tests for global symbol querying.Chris Loer2018-04-251-0/+3
| | | | | | - Pulls over an update to line.vertex.glsl (looks like a no-op?) - Add test ignores for collator, is-supported-script, line-gradient - Exclude collator, is-supported-script, line-gradient from code generation.
* [core] Align line vertex to 4-byte boundaryJohn Firebaugh2017-09-081-6/+3
| | | | 10 byte vertices are heavily penalized by common GL implementations.
* [core] Use separate attribute component for line normalsJohn Firebaugh2017-08-081-11/+9
| | | | Broadcom GPUs don't cope well with using the least significant bit for this.
* [core] Simplify generate-shaders.jsJohn Firebaugh2017-08-021-2/+20
| | | | We moved the #pragma ⇢ #ifndef logic into gl-js.
* [core] Enable property functions for line-width (#9250)Lauren Budorick2017-06-191-3/+15
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* [core] add shader defines for enabling/disabling attributes/uniforms for DDSKonstantin Käfer2017-06-131-3/+77
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* [core] Reduce number of varyings to 8 or lessJohn Firebaugh2017-06-131-4/+2
| | | | For #pragmas, don't generate varyings for attributes that aren't used by the fragment shader. Pack other varyings more tightly.
* [core] Update mapbox-gl-js submoduleJohn Firebaugh2017-03-281-3/+3
| | | | Includes lowp ⇢ highp fix for shader color attributes / uniforms.
* Pack min + max into one attribute :muscle:Molly Lloyd2017-03-081-15/+10
| | | | | | | | Some devices supported by Mapbox GL provide only 8 vertex attributes; this change packs existing attributes to get us just under that limit. For properties using a composite function, pack the min and max values into a single attribute with two logical components instead of using two separate attributes and buffers. Special logic is included for color attributes, whose integer components must be packed into the available bits of floating-point attributes. (We don't have access to ivec types in GL ES 2.0.) For source functions, continue to bind just a one-component attribute even though the GLSL type is vec2 (or vec4 for colors). The type-checking done by gl::Attribute is relaxed slightly to accommodate this.
* [core] De-duplicate shader prelude sourceJohn Firebaugh2017-03-081-71/+0
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* [core] Use cpp files for shader sourceJohn Firebaugh2017-02-071-0/+216