| Commit message (Collapse) | Author | Age | Files | Lines |
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Modest simplification refactoring (issue #10457).
Also, fixes issue #11538, which was caused in part by a hole in the vestigial two-phase loading.
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Add 'GridIndex' unit test.
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operations completed
Previously, when we started a worker operation that eventually throws an exception (e.g. due to the tile not being parseable), and then enqueue another worker operation while the first one is processing, we treated the worker as idle once the first operation's error callback fired, even though the second operation was still in progress. Due to our use of coalescing, I was unable to come up with a reliable test since we'd need to reproduce the behavior described above, which is timing dependent.
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* Eliminate updateBatch in favor of diffing layers and detecting changes to properties upon which layout depends.
* Replace RenderSource::{update,remove,invalidate,reload}Tiles with a single update method
* Replace TilePyramid::{update,remove,invalidate,reload}Tiles with a single update method
* Remove Style& dependency TODO from GeometryTile and TileParameters
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Move renderer/* files into sub-folders
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Moves the following to the renderer directory and out of the style namespace:
* CascadeParameters
* PropertyEvaluationParameters
* UpdateParameters
* PropertyEvaluator
* DataDrivenPropertyEvaluator
* CrossFadedPropertyEvaluator
* PaintPropertyBinder
* PaintProperyStatistics
* PossiblyEvaluatedPropertyValue
* TransitioningLight
* EvaluatedLight
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Once Source and RendererSource are split, Source will no longer have access to tiles.
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boundsj-merge-release-branch
# Conflicts:
# cmake/core-files.cmake
# mapbox-gl-js
# platform/android/CHANGELOG.md
# platform/ios/CHANGELOG.md
# platform/macos/CHANGELOG.md
# platform/qt/bitrise-qt5.yml
# src/mbgl/gl/attribute.hpp
# src/mbgl/gl/context.cpp
# src/mbgl/gl/program.hpp
# src/mbgl/map/map.cpp
# src/mbgl/programs/program.hpp
# src/mbgl/renderer/painter.cpp
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* [core] check null data in query source features
* Include what you use
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* 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)
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{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
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This reduces state and simplifies the test added in the prior commit.
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Discard prior symbol buckets only when new symbol buckets became available, in order to eliminate flickering when tiles are refreshed.
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Updates mbgl::Map constructor usage everywhere
Adds NodeThreadPool implementation using AsyncQueue to call
Nan::AsyncQueueWorker from main thread
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