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10 byte vertices are heavily penalized by common GL implementations.
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Broadcom GPUs don't cope well with using the least significant bit for this.
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We moved the #pragma ⇢ #ifndef logic into gl-js.
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For #pragmas, don't generate varyings for attributes that aren't used by the fragment shader. Pack other varyings more tightly.
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Includes lowp ⇢ highp fix for shader color attributes / uniforms.
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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.
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