| Commit message (Collapse) | Author | Age | Files | Lines |
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In https://github.com/mapbox/mapbox-gl-native/pull/9670, we implemented support for the Cache-Control: must-revalidate header. While we now respect this header and don't show resources that are stale and have this header set, the optional cache request never completes. This means we're also never going to try to actually get a fresh tile and just never show this tile anymore.
This commit fixes this by responding with a Not Found error when the resource is unusable (= stale and has must-revalidate set). Since we actually still have the data (but can't use it due to caching rules), we're responding with the data as well. To avoid a second cache hit, tile_loader_impl.hpp now passes on the data from the Optional to the Required request so that it can be reused when we get a 304 Not Modified response from the server.
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- allows to wait for execution of void methods as well as non-void methods
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Port of https://github.com/mapbox/mapbox-gl-js/pull/5101: adds a new render pass `Pass3D` before any other rendering wherein we render layers with 3D passes (fill-extrusion layers) to offscreen framebuffers, sharing a depth renderbuffer between those layers in order to render 3D space correctly. Those framebuffers are saved on the RenderLayers and copied back to the map during the translucent pass. Rendering to offscreen framebuffers before we do any clear + draw means we can avoid expensive framebuffer restores.
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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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Since 9a9408e8111bcdcd0fcb9a93112d61ab8fce0601, we marked tiles as non-renderable if an error occured. This lead to situations where a tile was loaded + parsed successfully, then a revalidation attempt occured (e.g. because the resource was stale) which failed. In this case, we used to mark the tile as non-renderable although we could've used the perfectly parsed (stale) resource.
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without `properties` field can be loaded
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Which is, delete and recreate the database.
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Fixes issue#9768.
Port of GL JS PR #5100.
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- uses a different method of constructor selection that also works on Apple clang < 8.2.
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Not in use at the moment, was causing a compiler error on
Apple LLVM version 8.0.0 (clang-800.0.42.1).
```
src/mbgl/sprite/sprite_loader.cpp:25:11: error: call to constructor of
'Actor<mbgl::SpriteLoaderWorker>' is ambiguous
```
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ignore unsupported dds property tests
fix tests
remove unneeded texture extent variable
bump gl-js to master
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non-standard location
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- Guards against duplicate activations by checking wether the backend of the prior scope is the same as the current ones
- Makes sure that only the most outer backend scope deactivates by tracking activation state
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and ImageSource, un-premultiply in the shader for blending
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change detection
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Make sure all the implementations, currently Qt and Default, throw
an exception with error code CANTOPEN when opening a database that
doesn't exist without the CREATE flag.
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ThreadLocal should not own the pointer it is managing because
the use case in Mapbox GL is to keep a pointer to a stack allocated
object, like:
```
MyObject foo;
threadLocal.set(&foo);
```
To keep consistency, it is required that we clear the managed
object before ThreadLocal gets destroyed by setting it to `nullptr`.
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quads.test.cpp used a bin with unsupported x/y coordinates.
Issue #9499.
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crashing
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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.
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