| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
|
|
| |
This is meant to
(1) Make it easier for new developers to find the source
(2) Make it easier to look at shader diffs when the GL JS pin changes
|
| |
|
|
|
|
| |
expressions in `*-pattern` properties
|
|
|
|
|
|
|
|
| |
Porting of https://github.com/mapbox/mapbox-gl-js/pull/6303
See the link above for the description of the feature and
its limitations).
Based on patch from @lbud (Lauren Budorick).
|
|
|
|
| |
port of mapbox/mapbox-gl-js#7125
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
* port zero line-width fix from gl-js
* ignore transition test
* ignore feature-state tests
|
|
|
|
|
|
| |
- 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.
|
|
|
|
|
| |
Fixes issue #11507.
Port of GL JS PR #6375.
|
|
|
|
|
|
| |
Clamps perspective ratios in shaders.
Fixes issue #11487.
Port of GL JS PR #6365.
|
| |
|
|
|
|
|
| |
Co-Authored-By: Konstantin Käfer <mail@kkaefer.com>
Co-Authored-By: Anand Thakker <anandthakker@users.noreply.github.com>
Co-Authored-By: Minh Nguyễn <1ec5@users.noreply.github.com>
|
|
|
|
|
|
|
|
|
|
| |
* add maxzoom uniform to support external tilesets
* update git sha for gl-js
* try and fix android crash
* name default maxzoom constant
|
|
|
|
|
| |
Fixes issue #11116.
Port of GL JS issue $6041.
|
| |
|
| |
|
|
|
|
| |
Fixes issue #10876.
|
|
|
|
|
| |
Analog of GL JS issue #5911.
Add native ignore for tilejson-bounds.
|
| |
|
| |
|
|
|
|
| |
10 byte vertices are heavily penalized by common GL implementations.
|
|
|
|
| |
Broadcom GPUs don't cope well with using the least significant bit for this.
|
|
|
|
| |
We moved the #pragma ⇢ #ifndef logic into gl-js.
|
|
|
|
|
|
|
|
|
| |
ignore unsupported dds property tests
fix tests
remove unneeded texture extent variable
bump gl-js to master
|
|
|
|
| |
text-justify, text-anchor (#9583)
|
|
|
|
| |
and ImageSource, un-premultiply in the shader for blending
|
| |
|
|
|
|
|
| |
Implements 'icon-pitch-alignment' (issue #9345)
Fixes issue #9456 (map-aligned point label regression)
|
|
|
|
|
|
|
|
|
|
| |
port https://github.com/mapbox/mapbox-gl-js/pull/4781
This improves legibility of labels that follow lines in pitched views.
The previous approach used the limited information in the shader to
calculate put the glyph in approximatelyright place. The new approach
does this more accurately by doing it on the cpu where we have access to
the entire line geometry.
|
| |
|
|
|
|
| |
Closes issue #9349.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
For #pragmas, don't generate varyings for attributes that aren't used by the fragment shader. Pack other varyings more tightly.
|
|
|
|
| |
This makes pattern usage more like icons, and will be necessary for data-driven *-pattern properties.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Update gl-js and generate style code
* Factor out packUint8Pair() helper function
* Draft implementation of DDS for {text,icon}-size
Ports https://github.com/mapbox/mapbox-gl-js/pull/4455
* Fix text-size/composite-function-line-placement test
* Refactor to PaintPropertyBinders-like strategy
* Dedupe gl::Program construction
* Use exponential function base for interpolation
* Dedupe coveringZoomStops method
* Fixup tests
* Fix CI errors (hidden within #if block)
|
|
|
|
| |
Includes lowp ⇢ highp fix for shader color attributes / uniforms.
|
| |
|
|\ |
|
| |
| |
| | |
Fixes #7599
|
|/ |
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
{text,icon}-{color,opacity,halo-color,halo-blur,halo-width} (#7939)
* Add symbol dds attributes and adapt style code generation
* Update to mapbox-gl-js/master
* Refactor SymbolFeature as a subclass of GeometryTileFeature
Prepares for enabling DDS on symbol paint properties by allowing the
SymbolFeatures, which we keep around after constructing SymbolLayout,
to be used in evaluating data-driven paint properties later in the
layout process.
* Draft approach for splitting icon/text paint properties
The `Program` types are set up to bind GL attributes to each of the
data-driven paint properties specified in the `PaintProperties` type
provided. Since `SymbolPaintProperties` specifies both `Text*` and
`Icon*` properties, the symbolIcon, symbolIconSDF, and symbolGlyph
programs each attempt to bind roughly double the number of attributes
that they actually need.
This change addresses this by:
- Adding the more specific `IconPaintProperties` and `TextPaintProperties` types, which are subsets of the full `SymbolPaintProperties`.
- The symbol layer continues to use its `SymbolPaintProperties paint` member to track layer property state, but it provides helpers that construct objects of each the specific `{Icon,Text}PaintProperties::Evaluated` type, for use by the painter.
- The three symbol programs instantiate `Program<>` using the appropriate `{Icon,Text}PaintProperties` type.
* check in generated style code
* Populate paint buffers for symbol DDS properties
* Address first round of review comments
* Refactor VectorTile{Layer,Feature} to explicitly share data
* Update submodule
|