| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The implementation is buggy and not worth maintaining anymore
because performance benefits are not substantial or sometimes
worse. Also, removing it saves about 150 ~ 180 KB in binary size.
Below timings are averages of minimum 5 runs.
```
Device Init launch Average relaunch
s10 1129.8 ms 700 ms
s10 - binary 1346.75 ms 694 ms
Pixel 1692 ms 723 ms
Pixel - binary 1883 ms 1039 ms
Kazam 17948 ms 1339 ms
Kazam - binary 19157 ms 1564 ms
Wiko 2060 ms 1278 ms
Wiko - binary 3876 ms 1136 ms
```
Fixes #14294
|
| |
|
|
|
| |
Graphics refactor #4
|
| |
|
|
|
|
| |
expressions in `*-pattern` properties
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Add simple unit tests for SymbolSizeBinder
* Fix bug in symbol size uniform value calculation
For camera functions we were setting the zoom levels in "covering ranges" to
`[(zoom stop <= tile zoom), (zoom stop >= 1 + tile zoom)]`, but then evaluating
the function at `[tile_zoom, tile_zoom + 1]`.
* Check for it != end() before accessing it->first
|
|
|