| Commit message (Collapse) | Author | Age | Files | Lines |
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Updating glyphs is still unsupported, and there's no good use case for doing so. When we're using a stale glyph PBF, and the fresh answer contains changed to that glyph, we will continue to use the old glyph.
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Not need, legacy from libuv. The RunLoop keep the main
loop running until is explicitly no longer needed.
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* Standardize on std::exception_ptr as the error representation
(fixes #2854).
* Don't format textual strings at the error source; pass on the
constituent data via observer method parameters instead.
* Use the null object pattern to simplify observer notification code.
* Further refactoring for ResourceLoading tests.
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Make it more readable and easier to debug.
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It's a premultiplied image. This implies that we were misusing encodePNG
in most cases, as we were passing premultiplied pixels which were then
interpreted as unmultiplied. I changed encodePNG to accept premultipled
pixels, and unpremultiply in the implementations.
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* Consolidate Image and StillImage
* Typecheck unassociated vs premultiplied images
* Rewrite default platform image decoding implementation
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ConstrainMode gives flexibility to our engine to choose between
constraining both vertically and horizontally, or just vertically
(default behavior).
Constrain in both axis means we can no longer pan the map beyond the map
boundaries. This fixes an issue where e.g. annotations disappear upon
crossing the map boundaries.
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We're now reparsing tiles when they expire. We're also swapping out buckets atomically to avoid flickering data; i.e. we're displaying the old data as long as we don't have a new parsed bucket for that layer yet. The parsed buckets now live in the *TileData objects rather than in the TileWorker; only partially parsed == pending buckets will remain in the TileWorker. Once they're parsed, they're moved to the *TileData object.
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Adding new mbgl::GLContextMode enum to mbgl::Map ctor, which gets stored
in MapData. In shared GL context environments, we cannot assume that the
GL state that has been left since the last draw is the same, so we reset
the GL configurations to their default values.
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First, move style mutation code out of StyleParser and into AnnotationManager,
coalescing it with the mutation code for shape layers.
Second, allow AnnotationManager to keep track of stale tiles entirely
internally. There's no reason to pass sets of TileIDs around.
Third, correct the logic for invalidating the shape source. Since
AnnotationManager does not track shape invalidations on a tile-by-tile basis,
don't try to invalidate the shape source tile-by-tile.
Fixes #1675
Fixes #2322
Fixes #2095
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post-sprite/sprite store load
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This will make the code a lot more clear and it will
also move how parsing is initiated to the GlyphPBF
class, to be initiated after the request, like we do
for other resources.
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It is going to be used by another test that needs to emulate
asynchronous requests.
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This will help make some bugs more reproducible on the tests as
things will happen more asynchronously.
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this makes sure that adding custom sprite imagery will add them to the new Style object rather than
the old one in case a user adds new custom sprites immediately after changing a stylesheet
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also moves framebuffer size out of TransformState into its own object
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Also improved the error message and updated the test case.
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Pass current state to MapContext where needed. Remove mutex from
Transform.
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Apparently libc++ is more strict about escaping
than libstdc++.
Also, restrict the set of tiles we expect to the
only possible tiles.
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mbgl::Environment is not used anymore and can
removed.
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For now we set the FileSource for the Worker context
but in the future after fixing #1664 we can assert()
that FileSource are set only for the Map thread context.
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mbgl::Thread will keep a ThreadContext for each running instance
in a thread_local so we don't need to lookup a man in the Environment
every time we need some info about the current thread.
This patch is moving the ::currentlyOn check used on Debug build from
the Environment class to the ThreadContext.
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When testing failed vector tiles requests, we check for error messages
of a very specific tiles, but mbgl will requests 4 tiles.
We might get the error callback before the tile we are checking for
reports error, so the test fails.
Now we use a regex to match the log message we are looking for.
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We should not be able to create GL objects with a no-op view, so
there is nothing to cleanup.
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