core: rename mbgl directories to mln (#4511)

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
This commit is contained in:
Bart Louwers
2026-08-22 20:50:14 +02:00
committed by GitHub
parent 06fcf13d42
commit 2a8ebc4906
1924 changed files with 10489 additions and 10489 deletions

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@@ -10,7 +10,7 @@ MapLibre Native uses a monolithic repository that houses both core C++ code and
## Core cross-platform C++ code ## Core cross-platform C++ code
In the repository, core C++ code is contained in the `include` and `src` directories. The former includes headers that are considered to make up the "public" core C++ API, while the latter includes `.cpp` implementation files and headers that are private to the implementation. Within both directories, files are nested under an `mbgl` directory, which has various subdirectories based on areas of functionality. Both public and private headers therefore can (and should) always be included with the form `#include <mbgl/___/___.hpp>`. In the repository, core C++ code is contained in the `include` and `src` directories. The former includes headers that are considered to make up the "public" core C++ API, while the latter includes `.cpp` implementation files and headers that are private to the implementation. Within both directories, files are nested under an `mbgl` directory, which has various subdirectories based on areas of functionality. Both public and private headers therefore can (and should) always be included with the form `#include <mln/___/___.hpp>`.
## Platform specific code ## Platform specific code
@@ -24,7 +24,7 @@ Code and build scripts belonging to platform SDKs are contained in the `platform
## Other directories ## Other directories
- `benchmark` contains the performance tests built using https://github.com/google/benchmark/. The code under this directory builds the `mbgl-benchmark-test` executable to execute the benchmark tests. - `benchmark` contains the performance tests built using https://github.com/google/benchmark/. The code under this directory builds the `mbgl-benchmark-test` executable to execute the benchmark tests.
- The entry point of this executable is `platform/default/src/mbgl/benchmark/main.cpp -> benchmark/src/mbgl/benchmark/benchmark.cpp`. - The entry point of this executable is `platform/default/src/mln/benchmark/main.cpp -> benchmark/src/mln/benchmark/benchmark.cpp`.
- iOS SDK runs benchmark test through a separate app named `BenchmarkApp`. - iOS SDK runs benchmark test through a separate app named `BenchmarkApp`.
- Android SDK does not have benchmark test. - Android SDK does not have benchmark test.
- `bin` contains the code for tools like `mbgl-cache`, `mbgl-offline`, and `mbgl-render`. - `bin` contains the code for tools like `mbgl-cache`, `mbgl-offline`, and `mbgl-render`.
@@ -142,4 +142,4 @@ To minimize data races and invalid memory access, we aim for zero shared memory
Invoking a task on another thread itself creates an ownership obligation: the responsibility for the work happening on the other thread. This ownership is represented by the invocation method returning `std::unique_ptr<AsyncTask>`. Destroying this object indicates that the result of the task is no longer required: the callback is guaranteed not to be called, and the work on the other thread may be aborted (if doing so is convenient). Invoking a task on another thread itself creates an ownership obligation: the responsibility for the work happening on the other thread. This ownership is represented by the invocation method returning `std::unique_ptr<AsyncTask>`. Destroying this object indicates that the result of the task is no longer required: the callback is guaranteed not to be called, and the work on the other thread may be aborted (if doing so is convenient).
All this is implemented by [Thread](https://github.com/mapbox/mapbox-gl-native/blob/master/src/mbgl/util/thread.hpp) and [RunLoop](https://github.com/mapbox/mapbox-gl-native/blob/master/include/mbgl/util/run_loop.hpp). All this is implemented by [Thread](https://github.com/mapbox/mapbox-gl-native/blob/master/src/mln/util/thread.hpp) and [RunLoop](https://github.com/mapbox/mapbox-gl-native/blob/master/include/mln/util/run_loop.hpp).

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@@ -9,7 +9,7 @@ add_library(
${PROJECT_SOURCE_DIR}/benchmark/parse/tile_mask.benchmark.cpp ${PROJECT_SOURCE_DIR}/benchmark/parse/tile_mask.benchmark.cpp
${PROJECT_SOURCE_DIR}/benchmark/parse/vector_tile.benchmark.cpp ${PROJECT_SOURCE_DIR}/benchmark/parse/vector_tile.benchmark.cpp
${PROJECT_SOURCE_DIR}/benchmark/renderer/group_layers.benchmark.cpp ${PROJECT_SOURCE_DIR}/benchmark/renderer/group_layers.benchmark.cpp
${PROJECT_SOURCE_DIR}/benchmark/src/mbgl/benchmark/benchmark.cpp ${PROJECT_SOURCE_DIR}/benchmark/src/mln/benchmark/benchmark.cpp
${PROJECT_SOURCE_DIR}/benchmark/storage/offline_database.benchmark.cpp ${PROJECT_SOURCE_DIR}/benchmark/storage/offline_database.benchmark.cpp
${PROJECT_SOURCE_DIR}/benchmark/util/tilecover.benchmark.cpp ${PROJECT_SOURCE_DIR}/benchmark/util/tilecover.benchmark.cpp
${PROJECT_SOURCE_DIR}/benchmark/util/color.benchmark.cpp ${PROJECT_SOURCE_DIR}/benchmark/util/color.benchmark.cpp

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@@ -1,15 +1,15 @@
#include <benchmark/benchmark.h> #include <benchmark/benchmark.h>
#include <mbgl/map/map.hpp> #include <mln/map/map.hpp>
#include <mbgl/map/map_options.hpp> #include <mln/map/map_options.hpp>
#include <mbgl/gfx/headless_frontend.hpp> #include <mln/gfx/headless_frontend.hpp>
#include <mbgl/renderer/renderer.hpp> #include <mln/renderer/renderer.hpp>
#include <mbgl/style/style.hpp> #include <mln/style/style.hpp>
#include <mbgl/style/image.hpp> #include <mln/style/image.hpp>
#include <mbgl/storage/network_status.hpp> #include <mln/storage/network_status.hpp>
#include <mbgl/util/image.hpp> #include <mln/util/image.hpp>
#include <mbgl/util/io.hpp> #include <mln/util/io.hpp>
#include <mbgl/util/run_loop.hpp> #include <mln/util/run_loop.hpp>
using namespace mln; using namespace mln;

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@@ -1,19 +1,19 @@
#include <benchmark/benchmark.h> #include <benchmark/benchmark.h>
#include <mbgl/gfx/headless_frontend.hpp> #include <mln/gfx/headless_frontend.hpp>
#include <mbgl/map/map.hpp> #include <mln/map/map.hpp>
#include <mbgl/map/map_observer.hpp> #include <mln/map/map_observer.hpp>
#include <mbgl/map/map_options.hpp> #include <mln/map/map_options.hpp>
#include <mbgl/renderer/renderer.hpp> #include <mln/renderer/renderer.hpp>
#include <mbgl/storage/network_status.hpp> #include <mln/storage/network_status.hpp>
#include <mbgl/storage/resource_options.hpp> #include <mln/storage/resource_options.hpp>
#include <mbgl/style/image.hpp> #include <mln/style/image.hpp>
#include <mbgl/style/layers/symbol_layer.hpp> #include <mln/style/layers/symbol_layer.hpp>
#include <mbgl/style/sources/geojson_source.hpp> #include <mln/style/sources/geojson_source.hpp>
#include <mbgl/style/style.hpp> #include <mln/style/style.hpp>
#include <mbgl/util/image.hpp> #include <mln/util/image.hpp>
#include <mbgl/util/io.hpp> #include <mln/util/io.hpp>
#include <mbgl/util/run_loop.hpp> #include <mln/util/run_loop.hpp>
#include <sstream> #include <sstream>
#include <optional> #include <optional>

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@@ -1,9 +1,9 @@
#include <benchmark/benchmark.h> #include <benchmark/benchmark.h>
#include <mbgl/style/conversion/json.hpp> #include <mln/style/conversion/json.hpp>
#include <mbgl/style/conversion/function.hpp> #include <mln/style/conversion/function.hpp>
#include <mbgl/style/conversion/property_value.hpp> #include <mln/style/conversion/property_value.hpp>
#include <mbgl/style/conversion_impl.hpp> #include <mln/style/conversion_impl.hpp>
using namespace mln; using namespace mln;
using namespace mln::style; using namespace mln::style;

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@@ -1,11 +1,11 @@
#include <benchmark/benchmark.h> #include <benchmark/benchmark.h>
#include <mbgl/benchmark/stub_geometry_tile_feature.hpp> #include <mln/benchmark/stub_geometry_tile_feature.hpp>
#include <mbgl/style/conversion/json.hpp> #include <mln/style/conversion/json.hpp>
#include <mbgl/style/conversion/function.hpp> #include <mln/style/conversion/function.hpp>
#include <mbgl/style/conversion/property_value.hpp> #include <mln/style/conversion/property_value.hpp>
#include <mbgl/style/conversion_impl.hpp> #include <mln/style/conversion_impl.hpp>
using namespace mln; using namespace mln;
using namespace mln::style; using namespace mln::style;

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@@ -1,10 +1,10 @@
#include <benchmark/benchmark.h> #include <benchmark/benchmark.h>
#include <mbgl/benchmark/stub_geometry_tile_feature.hpp> #include <mln/benchmark/stub_geometry_tile_feature.hpp>
#include <mbgl/style/conversion/json.hpp> #include <mln/style/conversion/json.hpp>
#include <mbgl/style/conversion/property_value.hpp> #include <mln/style/conversion/property_value.hpp>
#include <mbgl/style/conversion_impl.hpp> #include <mln/style/conversion_impl.hpp>
using namespace mln; using namespace mln;
using namespace mln::style; using namespace mln::style;

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@@ -1,8 +1,8 @@
#include <ios_test_runner.hpp> #include <ios_test_runner.hpp>
#include <mbgl/benchmark.hpp> #include <mln/benchmark.hpp>
#include <mbgl/util/logging.hpp> #include <mln/util/logging.hpp>
#include <unistd.h> #include <unistd.h>
#include <vector> #include <vector>

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@@ -1,11 +1,11 @@
#include <benchmark/benchmark.h> #include <benchmark/benchmark.h>
#include <mbgl/style/filter.hpp> #include <mln/style/filter.hpp>
#include <mbgl/style/conversion/json.hpp> #include <mln/style/conversion/json.hpp>
#include <mbgl/style/conversion/filter.hpp> #include <mln/style/conversion/filter.hpp>
#include <mbgl/style/conversion_impl.hpp> #include <mln/style/conversion_impl.hpp>
#include <mbgl/tile/geometry_tile_data.hpp> #include <mln/tile/geometry_tile_data.hpp>
#include <mbgl/benchmark/stub_geometry_tile_feature.hpp> #include <mln/benchmark/stub_geometry_tile_feature.hpp>
using namespace mln; using namespace mln;

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@@ -1,6 +1,6 @@
#include <benchmark/benchmark.h> #include <benchmark/benchmark.h>
#include <mbgl/algorithm/update_tile_masks.hpp> #include <mln/algorithm/update_tile_masks.hpp>
using namespace mln; using namespace mln;

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@@ -1,7 +1,7 @@
#include <benchmark/benchmark.h> #include <benchmark/benchmark.h>
#include <mbgl/tile/vector_mvt_tile_data.hpp> #include <mln/tile/vector_mvt_tile_data.hpp>
#include <mbgl/util/io.hpp> #include <mln/util/io.hpp>
using namespace mln; using namespace mln;

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@@ -1,28 +1,28 @@
#include <benchmark/benchmark.h> #include <benchmark/benchmark.h>
// Core function to benchmark // Core function to benchmark
#include <mbgl/renderer/group_by_layout.hpp> #include <mln/renderer/group_by_layout.hpp>
// For mock layer properties // For mock layer properties
#include <mbgl/style/layer_properties.hpp> #include <mln/style/layer_properties.hpp>
#include <mbgl/style/layers/fill_layer_impl.hpp> #include <mln/style/layers/fill_layer_impl.hpp>
#include <mbgl/style/layers/fill_layer_properties.hpp> #include <mln/style/layers/fill_layer_properties.hpp>
#include <mbgl/style/layers/line_layer_impl.hpp> #include <mln/style/layers/line_layer_impl.hpp>
#include <mbgl/style/layers/line_layer_properties.hpp> #include <mln/style/layers/line_layer_properties.hpp>
#include <mbgl/style/layers/symbol_layer_impl.hpp> #include <mln/style/layers/symbol_layer_impl.hpp>
#include <mbgl/style/layers/symbol_layer_properties.hpp> #include <mln/style/layers/symbol_layer_properties.hpp>
#include <mbgl/style/layers/circle_layer_impl.hpp> #include <mln/style/layers/circle_layer_impl.hpp>
#include <mbgl/style/layers/circle_layer_properties.hpp> #include <mln/style/layers/circle_layer_properties.hpp>
#include <mbgl/util/immutable.hpp> #include <mln/util/immutable.hpp>
// For real style loading // For real style loading
#include <mbgl/style/style_impl.hpp> #include <mln/style/style_impl.hpp>
#include <mbgl/storage/file_source.hpp> #include <mln/storage/file_source.hpp>
#include <mbgl/util/io.hpp> #include <mln/util/io.hpp>
#include <mbgl/util/run_loop.hpp> #include <mln/util/run_loop.hpp>
#include <mbgl/layermanager/layer_manager.hpp> #include <mln/layermanager/layer_manager.hpp>
#include <mbgl/renderer/render_layer.hpp> #include <mln/renderer/render_layer.hpp>
#include <mbgl/util/thread_pool.hpp> #include <mln/util/thread_pool.hpp>
using namespace mln; using namespace mln;
using namespace mln::style; using namespace mln::style;

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@@ -1,4 +1,4 @@
#include <mbgl/benchmark.hpp> #include <mln/benchmark.hpp>
#include <benchmark/benchmark.h> #include <benchmark/benchmark.h>

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <mbgl/tile/geometry_tile_data.hpp> #include <mln/tile/geometry_tile_data.hpp>
#include <mbgl/util/feature.hpp> #include <mln/util/feature.hpp>
using namespace mln; using namespace mln;

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@@ -1,11 +1,11 @@
#include <benchmark/benchmark.h> #include <benchmark/benchmark.h>
#include <mbgl/storage/offline_database.hpp> #include <mln/storage/offline_database.hpp>
#include <mbgl/storage/resource.hpp> #include <mln/storage/resource.hpp>
#include <mbgl/storage/response.hpp> #include <mln/storage/response.hpp>
#include <mbgl/storage/sqlite3.hpp> #include <mln/storage/sqlite3.hpp>
#include <mbgl/util/string.hpp> #include <mln/util/string.hpp>
#include <mbgl/util/logging.hpp> #include <mln/util/logging.hpp>
#include <random> #include <random>

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@@ -2,7 +2,7 @@
#include <string> #include <string>
#include <vector> #include <vector>
#include <mbgl/util/color.hpp> #include <mln/util/color.hpp>
static const std::vector<std::string> testStrings = {"#000000", static const std::vector<std::string> testStrings = {"#000000",
"#FFFFFF", "#FFFFFF",

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@@ -1,9 +1,9 @@
#include <benchmark/benchmark.h> #include <benchmark/benchmark.h>
#include <mbgl/util/geo.hpp> #include <mln/util/geo.hpp>
#include <mbgl/util/geometry.hpp> #include <mln/util/geometry.hpp>
#include <mbgl/util/tile_coordinate.hpp> #include <mln/util/tile_coordinate.hpp>
#include <mbgl/util/tile_cover.hpp> #include <mln/util/tile_cover.hpp>
#include <mbgl/map/transform.hpp> #include <mln/map/transform.hpp>
using namespace mln; using namespace mln;

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@@ -1,8 +1,8 @@
#include <mbgl/storage/file_source_manager.hpp> #include <mln/storage/file_source_manager.hpp>
#include <mbgl/storage/resource.hpp> #include <mln/storage/resource.hpp>
#include <mbgl/storage/resource_options.hpp> #include <mln/storage/resource_options.hpp>
#include <mbgl/util/chrono.hpp> #include <mln/util/chrono.hpp>
#include <mbgl/util/run_loop.hpp> #include <mln/util/run_loop.hpp>
#include <args.hxx> #include <args.hxx>
#include <mapbox/io/io.hpp> #include <mapbox/io/io.hpp>

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@@ -1,12 +1,12 @@
#include <mbgl/util/run_loop.hpp> #include <mln/util/run_loop.hpp>
#include <mbgl/util/string.hpp> #include <mln/util/string.hpp>
#include <mbgl/util/geojson.hpp> #include <mln/util/geojson.hpp>
#include <mbgl/storage/database_file_source.hpp> #include <mln/storage/database_file_source.hpp>
#include <mbgl/storage/file_source_manager.hpp> #include <mln/storage/file_source_manager.hpp>
#include <mbgl/storage/resource_options.hpp> #include <mln/storage/resource_options.hpp>
#include <mbgl/util/client_options.hpp> #include <mln/util/client_options.hpp>
#include <mbgl/util/tile_server_options.hpp> #include <mln/util/tile_server_options.hpp>
#include <args.hxx> #include <args.hxx>

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@@ -1,11 +1,11 @@
#include <mbgl/map/map.hpp> #include <mln/map/map.hpp>
#include <mbgl/map/map_options.hpp> #include <mln/map/map_options.hpp>
#include <mbgl/util/image.hpp> #include <mln/util/image.hpp>
#include <mbgl/util/run_loop.hpp> #include <mln/util/run_loop.hpp>
#include <mbgl/gfx/backend.hpp> #include <mln/gfx/backend.hpp>
#include <mbgl/gfx/headless_frontend.hpp> #include <mln/gfx/headless_frontend.hpp>
#include <mbgl/style/style.hpp> #include <mln/style/style.hpp>
#include <args.hxx> #include <args.hxx>

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@@ -11,89 +11,89 @@ target_compile_definitions(
) )
list(APPEND list(APPEND
INCLUDE_FILES INCLUDE_FILES
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/buffer_resource.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/buffer_resource.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/command_encoder.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/command_encoder.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/context.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/context.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/drawable.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/drawable.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/drawable_builder.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/drawable_builder.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/dynamic_texture.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/dynamic_texture.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/index_buffer_resource.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/index_buffer_resource.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/layer_group.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/layer_group.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/mtl_fwd.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/mtl_fwd.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/offscreen_texture.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/offscreen_texture.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/render_pass.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/render_pass.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/renderer_backend.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/renderer_backend.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/renderable_resource.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/renderable_resource.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/texture2d.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/texture2d.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/tile_layer_group.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/tile_layer_group.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/uniform_buffer.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/uniform_buffer.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/upload_pass.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/upload_pass.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/vertex_attribute.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/vertex_attribute.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/mtl/vertex_buffer_resource.hpp ${PROJECT_SOURCE_DIR}/include/mln/mtl/vertex_buffer_resource.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/background.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/background.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/circle.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/circle.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/clipping_mask.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/clipping_mask.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/common.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/common.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/collision.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/collision.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/custom_geometry.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/custom_geometry.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/custom_symbol_icon.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/custom_symbol_icon.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/debug.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/debug.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/fill.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/fill.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/fill_extrusion.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/fill_extrusion.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/heatmap.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/heatmap.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/heatmap_texture.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/heatmap_texture.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/hillshade.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/hillshade.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/hillshade_prepare.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/hillshade_prepare.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/color_relief.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/color_relief.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/line.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/line.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/location_indicator.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/location_indicator.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/raster.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/raster.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/shader_group.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/shader_group.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/shader_program.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/shader_program.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/mtl/symbol.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/mtl/symbol.hpp
) )
list(APPEND list(APPEND
SRC_FILES SRC_FILES
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/buffer_resource.cpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/buffer_resource.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/command_encoder.cpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/command_encoder.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/context.cpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/context.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/drawable.cpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/drawable.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/drawable_impl.hpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/drawable_impl.hpp
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/drawable_builder.cpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/drawable_builder.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/dynamic_texture.cpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/dynamic_texture.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/index_buffer_resource.cpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/index_buffer_resource.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/layer_group.cpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/layer_group.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/mtl.cpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/mtl.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/offscreen_texture.cpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/offscreen_texture.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/renderer_backend.cpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/renderer_backend.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/texture2d.cpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/texture2d.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/mtl/render_pass.cpp ${PROJECT_SOURCE_DIR}/src/mln/mtl/render_pass.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/shaders/mtl/hillshade_prepare.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/mtl/hillshade_prepare.cpp
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) )
target_link_libraries(mbgl-core PRIVATE "-framework Metal") target_link_libraries(mbgl-core PRIVATE "-framework Metal")

View File

@@ -11,142 +11,142 @@ target_compile_definitions(
) )
list(APPEND list(APPEND
INCLUDE_FILES INCLUDE_FILES
${PROJECT_SOURCE_DIR}/include/mbgl/gl/renderable_resource.hpp ${PROJECT_SOURCE_DIR}/include/mln/gl/renderable_resource.hpp
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${PROJECT_SOURCE_DIR}/include/mbgl/platform/gl_functions.hpp ${PROJECT_SOURCE_DIR}/include/mln/platform/gl_functions.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/shader_manifest.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/shader_manifest.hpp
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${PROJECT_SOURCE_DIR}/include/mbgl/shaders/gl/fill_outline_pattern.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/gl/fill_outline_pattern.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/gl/fill_outline_triangulated.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/gl/fill_outline_triangulated.hpp
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${PROJECT_SOURCE_DIR}/include/mbgl/shaders/gl/location_indicator_textured.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/gl/location_indicator_textured.hpp
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${PROJECT_SOURCE_DIR}/include/mbgl/shaders/gl/symbol_icon.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/gl/symbol_icon.hpp
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${PROJECT_SOURCE_DIR}/include/mbgl/shaders/gl/symbol_text_and_icon.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/gl/symbol_text_and_icon.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/gl/wide_vector.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/gl/wide_vector.hpp
) )
list(APPEND list(APPEND
SRC_FILES SRC_FILES
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${PROJECT_SOURCE_DIR}/src/mbgl/gl/value.cpp ${PROJECT_SOURCE_DIR}/src/mln/gl/value.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/gl/vertex_array.cpp ${PROJECT_SOURCE_DIR}/src/mln/gl/vertex_array.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/gl/vertex_array.hpp ${PROJECT_SOURCE_DIR}/src/mln/gl/vertex_array.hpp
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${PROJECT_SOURCE_DIR}/src/mbgl/gl/vertex_buffer_resource.hpp ${PROJECT_SOURCE_DIR}/src/mln/gl/vertex_buffer_resource.hpp
${PROJECT_SOURCE_DIR}/src/mbgl/platform/gl_functions.cpp ${PROJECT_SOURCE_DIR}/src/mln/platform/gl_functions.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/gl/legacy/clipping_mask_program.hpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/gl/legacy/clipping_mask_program.hpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/gl/legacy/program_base.hpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/gl/legacy/program_base.hpp
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${PROJECT_SOURCE_DIR}/src/mbgl/shaders/gl/legacy/programs.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/gl/legacy/programs.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/gl/legacy/programs.hpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/gl/legacy/programs.hpp
) )
list(APPEND INCLUDE_FILES list(APPEND INCLUDE_FILES
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/background_layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/background_layer_ubo.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/circle_layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/circle_layer_ubo.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/collision_layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/collision_layer_ubo.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/custom_drawable_layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/custom_drawable_layer_ubo.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/debug_layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/debug_layer_ubo.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/fill_layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/fill_layer_ubo.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/fill_extrusion_layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/fill_extrusion_layer_ubo.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/heatmap_layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/heatmap_layer_ubo.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/heatmap_texture_layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/heatmap_texture_layer_ubo.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/hillshade_layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/hillshade_layer_ubo.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/color_relief_layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/color_relief_layer_ubo.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/hillshade_prepare_layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/hillshade_prepare_layer_ubo.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/layer_ubo.hpp
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${PROJECT_SOURCE_DIR}/include/mbgl/shaders/raster_layer_ubo.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/raster_layer_ubo.hpp
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${PROJECT_SOURCE_DIR}/include/mbgl/layermanager/custom_drawable_layer_factory.hpp ${PROJECT_SOURCE_DIR}/include/mln/layermanager/custom_drawable_layer_factory.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/gl/shader_program_gl.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/gl/shader_program_gl.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/gl/buffer_allocator.hpp ${PROJECT_SOURCE_DIR}/include/mln/gl/buffer_allocator.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/gl/drawable_gl.hpp ${PROJECT_SOURCE_DIR}/include/mln/gl/drawable_gl.hpp
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${PROJECT_SOURCE_DIR}/include/mbgl/gl/vertex_attribute_gl.hpp ${PROJECT_SOURCE_DIR}/include/mln/gl/vertex_attribute_gl.hpp
) )
list(APPEND SRC_FILES list(APPEND SRC_FILES
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/gl/shader_info.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/gl/shader_info.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/gl/shader_program_gl.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/gl/shader_program_gl.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/gl/buffer_allocator.cpp ${PROJECT_SOURCE_DIR}/src/mln/gl/buffer_allocator.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/gl/drawable_gl.cpp ${PROJECT_SOURCE_DIR}/src/mln/gl/drawable_gl.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/gl/drawable_gl_builder.cpp ${PROJECT_SOURCE_DIR}/src/mln/gl/drawable_gl_builder.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/gl/drawable_gl_impl.hpp ${PROJECT_SOURCE_DIR}/src/mln/gl/drawable_gl_impl.hpp
${PROJECT_SOURCE_DIR}/src/mbgl/gl/dynamic_texture.cpp ${PROJECT_SOURCE_DIR}/src/mln/gl/dynamic_texture.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/gl/layer_group_gl.cpp ${PROJECT_SOURCE_DIR}/src/mln/gl/layer_group_gl.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/gl/texture2d.cpp ${PROJECT_SOURCE_DIR}/src/mln/gl/texture2d.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/gl/vertex_attribute_gl.cpp ${PROJECT_SOURCE_DIR}/src/mln/gl/vertex_attribute_gl.cpp
) )

View File

@@ -12,93 +12,93 @@ target_compile_definitions(
list(APPEND list(APPEND
INCLUDE_FILES INCLUDE_FILES
${PROJECT_SOURCE_DIR}/include/mbgl/style/layers/vulkan/custom_layer_init_parameters.hpp ${PROJECT_SOURCE_DIR}/include/mln/style/layers/vulkan/custom_layer_init_parameters.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/style/layers/vulkan/custom_layer_render_parameters.hpp ${PROJECT_SOURCE_DIR}/include/mln/style/layers/vulkan/custom_layer_render_parameters.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/vulkan/buffer_resource.hpp ${PROJECT_SOURCE_DIR}/include/mln/vulkan/buffer_resource.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/vulkan/command_encoder.hpp ${PROJECT_SOURCE_DIR}/include/mln/vulkan/command_encoder.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/vulkan/context.hpp ${PROJECT_SOURCE_DIR}/include/mln/vulkan/context.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/vulkan/drawable.hpp ${PROJECT_SOURCE_DIR}/include/mln/vulkan/drawable.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/vulkan/descriptor_set.hpp ${PROJECT_SOURCE_DIR}/include/mln/vulkan/descriptor_set.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/vulkan/drawable_builder.hpp ${PROJECT_SOURCE_DIR}/include/mln/vulkan/drawable_builder.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/vulkan/dynamic_texture.hpp ${PROJECT_SOURCE_DIR}/include/mln/vulkan/dynamic_texture.hpp
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${PROJECT_SOURCE_DIR}/include/mbgl/shaders/vulkan/widevector.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/vulkan/widevector.hpp
) )
list(APPEND list(APPEND
SRC_FILES SRC_FILES
${PROJECT_SOURCE_DIR}/src/mbgl/style/layers/vulkan/custom_layer_render_parameters.cpp ${PROJECT_SOURCE_DIR}/src/mln/style/layers/vulkan/custom_layer_render_parameters.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/vulkan/context.cpp ${PROJECT_SOURCE_DIR}/src/mln/vulkan/context.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/vulkan/texture2d.cpp ${PROJECT_SOURCE_DIR}/src/mln/vulkan/texture2d.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/shaders/vulkan/shader_program.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/vulkan/shader_program.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/vulkan/background.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/vulkan/background.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/vulkan/circle.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/vulkan/circle.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/shaders/vulkan/collision.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/vulkan/collision.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/shaders/vulkan/custom_symbol_icon.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/vulkan/custom_symbol_icon.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/vulkan/debug.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/vulkan/debug.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/shaders/vulkan/heatmap_texture.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/vulkan/heatmap_texture.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/shaders/vulkan/hillshade_prepare.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/vulkan/hillshade_prepare.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/vulkan/color_relief.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/vulkan/color_relief.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/shaders/vulkan/location_indicator.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/vulkan/location_indicator.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/shaders/vulkan/widevector.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/vulkan/widevector.cpp
) )

View File

@@ -17,98 +17,98 @@ target_include_directories(
list(APPEND list(APPEND
SRC_FILES SRC_FILES
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/buffer_resource.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/buffer_resource.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/context.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/context.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/command_encoder.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/command_encoder.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/renderer_backend.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/renderer_backend.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/drawable.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/drawable.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/drawable_builder.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/drawable_builder.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/draw_scope_resource.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/draw_scope_resource.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/dynamic_texture.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/dynamic_texture.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/uniform_buffer.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/uniform_buffer.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/webgpu/shader_program.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/webgpu/shader_program.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/webgpu/wgsl_preprocessor.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/webgpu/wgsl_preprocessor.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/webgpu/background.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/webgpu/background.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/shaders/webgpu/debug.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/webgpu/debug.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/webgpu/fill.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/webgpu/fill.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/shaders/webgpu/raster.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/webgpu/raster.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/webgpu/symbol.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/webgpu/symbol.cpp
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${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/layer_group.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/layer_group.cpp
) )
list(APPEND list(APPEND
INCLUDE_FILES INCLUDE_FILES
${PROJECT_SOURCE_DIR}/include/mbgl/webgpu/buffer_resource.hpp ${PROJECT_SOURCE_DIR}/include/mln/webgpu/buffer_resource.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/webgpu/command_encoder.hpp ${PROJECT_SOURCE_DIR}/include/mln/webgpu/command_encoder.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/webgpu/context.hpp ${PROJECT_SOURCE_DIR}/include/mln/webgpu/context.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/webgpu/drawable.hpp ${PROJECT_SOURCE_DIR}/include/mln/webgpu/drawable.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/webgpu/drawable_builder.hpp ${PROJECT_SOURCE_DIR}/include/mln/webgpu/drawable_builder.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/webgpu/dynamic_texture.hpp ${PROJECT_SOURCE_DIR}/include/mln/webgpu/dynamic_texture.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/webgpu/index_buffer_resource.hpp ${PROJECT_SOURCE_DIR}/include/mln/webgpu/index_buffer_resource.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/webgpu/render_pass.hpp ${PROJECT_SOURCE_DIR}/include/mln/webgpu/render_pass.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/webgpu/renderer_backend.hpp ${PROJECT_SOURCE_DIR}/include/mln/webgpu/renderer_backend.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/shader_program.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/shader_program.hpp
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${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/circle.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/circle.hpp
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${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/debug.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/debug.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/fill.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/fill.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/fill_extrusion.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/fill_extrusion.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/heatmap.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/heatmap.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/heatmap_texture.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/heatmap_texture.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/hillshade.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/hillshade.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/hillshade_prepare.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/hillshade_prepare.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/color_relief.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/color_relief.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/line.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/line.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/location_indicator.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/location_indicator.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/raster.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/raster.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/symbol.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/symbol.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/shaders/webgpu/widevector.hpp ${PROJECT_SOURCE_DIR}/include/mln/shaders/webgpu/widevector.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/webgpu/texture2d.hpp ${PROJECT_SOURCE_DIR}/include/mln/webgpu/texture2d.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/webgpu/uniform_buffer.hpp ${PROJECT_SOURCE_DIR}/include/mln/webgpu/uniform_buffer.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/webgpu/upload_pass.hpp ${PROJECT_SOURCE_DIR}/include/mln/webgpu/upload_pass.hpp
${PROJECT_SOURCE_DIR}/include/mbgl/webgpu/vertex_buffer_resource.hpp ${PROJECT_SOURCE_DIR}/include/mln/webgpu/vertex_buffer_resource.hpp
) )
list(APPEND list(APPEND
SRC_FILES SRC_FILES
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/buffer_resource.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/buffer_resource.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/command_encoder.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/command_encoder.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/context.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/context.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/drawable.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/drawable.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/drawable_builder.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/drawable_builder.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/dynamic_texture.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/dynamic_texture.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/index_buffer_resource.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/index_buffer_resource.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/render_pass.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/render_pass.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/renderer_backend.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/renderer_backend.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/shaders/webgpu/shader_program.cpp ${PROJECT_SOURCE_DIR}/src/mln/shaders/webgpu/shader_program.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/texture2d.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/texture2d.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/uniform_buffer.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/uniform_buffer.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/upload_pass.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/upload_pass.cpp
${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/vertex_buffer_resource.cpp ${PROJECT_SOURCE_DIR}/src/mln/webgpu/vertex_buffer_resource.cpp
) )
# Include WebGPU vendor configuration (Dawn or wgpu) # Include WebGPU vendor configuration (Dawn or wgpu)
@@ -132,11 +132,11 @@ elseif(MLN_WEBGPU_IMPL_WGPU OR MLN_WEBGPU_IMPL_FFI)
if(TARGET mbgl-vendor-wgpu) if(TARGET mbgl-vendor-wgpu)
target_link_libraries(mbgl-core PRIVATE mbgl-vendor-wgpu) target_link_libraries(mbgl-core PRIVATE mbgl-vendor-wgpu)
# Add WebGPU-Cpp implementation file (required for wgpu-native backend) # Add WebGPU-Cpp implementation file (required for wgpu-native backend)
list(APPEND SRC_FILES ${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/webgpu_cpp_impl.cpp) list(APPEND SRC_FILES ${PROJECT_SOURCE_DIR}/src/mln/webgpu/webgpu_cpp_impl.cpp)
endif() endif()
endif() endif()
# Headless backend uses Dawn native / wgpu-native bootstrap; skip for emdawnwebgpu. # Headless backend uses Dawn native / wgpu-native bootstrap; skip for emdawnwebgpu.
if(NOT MLN_WEBGPU_EMDAWN) if(NOT MLN_WEBGPU_EMDAWN)
list(APPEND SRC_FILES ${PROJECT_SOURCE_DIR}/src/mbgl/webgpu/headless_backend.cpp) list(APPEND SRC_FILES ${PROJECT_SOURCE_DIR}/src/mln/webgpu/headless_backend.cpp)
endif() endif()

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@@ -75,7 +75,7 @@ The shaders need a representation visible outside the toolkit and we need to cha
Individual shaders are represented by an object class with massive amounts of template logic and a minimum of in-line comments. They’re opaque from the outside and only controllable through vector tile data and styles. Individual shaders are represented by an object class with massive amounts of template logic and a minimum of in-line comments. They’re opaque from the outside and only controllable through vector tile data and styles.
The [render_raster_layer](https://github.com/maplibre/maplibre-native/blob/main/src/mbgl/renderer/layers/render_raster_layer.cpp), as an example, asks for the instantiation of (eventually) RasterProgram. Rather than having the source for the program, that then pokes into a compressed chunk of memory that contains the source, which is then uncompressed and fed into OpenGL for compilation. The [render_raster_layer](https://github.com/maplibre/maplibre-native/blob/main/src/mln/renderer/layers/render_raster_layer.cpp), as an example, asks for the instantiation of (eventually) RasterProgram. Rather than having the source for the program, that then pokes into a compressed chunk of memory that contains the source, which is then uncompressed and fed into OpenGL for compilation.
All of this makes sense in context, but is completely inaccessible outside the toolkit and rather incomprehensible when making changes. All of this makes sense in context, but is completely inaccessible outside the toolkit and rather incomprehensible when making changes.
@@ -134,9 +134,9 @@ Modern graphics pipelines use more than one pass to create a visual representati
Without getting too deep into specifics, early rendering passes allow the developer to use the power of the rasterizer for their own data. Later rendering passes are typically used to decorate the map with effects. Without getting too deep into specifics, early rendering passes allow the developer to use the power of the rasterizer for their own data. Later rendering passes are typically used to decorate the map with effects.
#### The way it is now: #### The way it is now:
The [low level rendering logic](https://github.com/maplibre/maplibre-native/blob/main/src/mbgl/renderer/renderer_impl.cpp) in the toolkit seems to only support one explicit rendering pass. The [low level rendering logic](https://github.com/maplibre/maplibre-native/blob/main/src/mln/renderer/renderer_impl.cpp) in the toolkit seems to only support one explicit rendering pass.
However, there is the [RenderPass](https://github.com/maplibre/maplibre-native/blob/main/src/mbgl/gl/render_pass.hpp) so some notion of this exists in the toolkit, but it's not clear how complete that is. It may depend on ordering to work things out, rather than the explicit command buffer filling and fences we would use in a more modern approach. However, there is the [RenderPass](https://github.com/maplibre/maplibre-native/blob/main/src/mln/gl/render_pass.hpp) so some notion of this exists in the toolkit, but it's not clear how complete that is. It may depend on ordering to work things out, rather than the explicit command buffer filling and fences we would use in a more modern approach.
In any case, we need this filled out more explicitly for the render targets. In any case, we need this filled out more explicitly for the render targets.
@@ -205,7 +205,7 @@ In WhirlyGlobe we’ve always called out separate objects for drawing certain ki
Which is to say that Drawable is a good concept which can encapsulate a lot of complexity. So much so that it eventually encapsulates ALL the complexity, at least at that level of rendering. It’s a good interface between the things that construct geometry and the things that render geometry. Which is to say that Drawable is a good concept which can encapsulate a lot of complexity. So much so that it eventually encapsulates ALL the complexity, at least at that level of rendering. It’s a good interface between the things that construct geometry and the things that render geometry.
To keep the Drawable somewhat manageable, we added the concept of a Drawable Builder. This is an object that you throw geometry at in a somewhat disordered way and it emits Drawables when you’re done. MapLibre's [Buckets](https://github.com/maplibre/maplibre-native/blob/main/src/mbgl/renderer/bucket.hpp) are similar, but not quite the same. Perhaps they'll be adaptable. We'll see. To keep the Drawable somewhat manageable, we added the concept of a Drawable Builder. This is an object that you throw geometry at in a somewhat disordered way and it emits Drawables when you’re done. MapLibre's [Buckets](https://github.com/maplibre/maplibre-native/blob/main/src/mln/renderer/bucket.hpp) are similar, but not quite the same. Perhaps they'll be adaptable. We'll see.
Drawables and Builders have a subclass for each supported rendering SDK. One mistake we won’t bring over is using multiple inheritance for that. You’re welcome. Drawables and Builders have a subclass for each supported rendering SDK. One mistake we won’t bring over is using multiple inheritance for that. You’re welcome.
@@ -221,7 +221,7 @@ Builders will be used primarily by Layers to emit Drawables for rendering.
This is a big topic because it gets to the very heart of the critical changes we want to make to the toolkit. There are a couple of different categories that are revealing and we'll use some examples. This is a big topic because it gets to the very heart of the critical changes we want to make to the toolkit. There are a couple of different categories that are revealing and we'll use some examples.
Most commonly there are *render layers*. These are individual classes that know how to render, for instance, the [fill layer](https://github.com/maplibre/maplibre-native/blob/main/src/mbgl/renderer/layers/render_fill_layer.cpp). You'll see a bunch of these that start with "render" and end with "layer". Most commonly there are *render layers*. These are individual classes that know how to render, for instance, the [fill layer](https://github.com/maplibre/maplibre-native/blob/main/src/mln/renderer/layers/render_fill_layer.cpp). You'll see a bunch of these that start with "render" and end with "layer".
What's going on here is that the toolkit has broken out a bunch of features from a tile, consolidated them together in a Bucket and then handed them off to a Layer to render. Sure enough, if you look in the render_*_layer you can see it doing just that. What's going on here is that the toolkit has broken out a bunch of features from a tile, consolidated them together in a Bucket and then handed them off to a Layer to render. Sure enough, if you look in the render_*_layer you can see it doing just that.
@@ -230,7 +230,7 @@ Now it's not redoing the work of consolidation each frame, but it is doing a lot
- This is more specific logic than we'd want to see in a rendering loop. Remember, this runs every frame. - This is more specific logic than we'd want to see in a rendering loop. Remember, this runs every frame.
- If your data is not in tile form, it's going to be hard to render. - If your data is not in tile form, it's going to be hard to render.
That last one is really interesting and we can find an example in MapLibre Native itself. Look to the [Render Location Indicator Layer](https://github.com/maplibre/maplibre-native/blob/main/src/mbgl/renderer/layers/render_location_indicator_layer.cpp). Here's where this approach trips up... rolls down the hill... into a pile of broken glass. You can feel the developers' pain in this module. That last one is really interesting and we can find an example in MapLibre Native itself. Look to the [Render Location Indicator Layer](https://github.com/maplibre/maplibre-native/blob/main/src/mln/renderer/layers/render_location_indicator_layer.cpp). Here's where this approach trips up... rolls down the hill... into a pile of broken glass. You can feel the developers' pain in this module.
If you're not familiar with real time rendering toolkits, I'll put it this way. Managing the logic for a location puck that updates every time the user moves should not involve direct OpenGL calls. It should be abstracted, at least a little. If you're not familiar with real time rendering toolkits, I'll put it this way. Managing the logic for a location puck that updates every time the user moves should not involve direct OpenGL calls. It should be abstracted, at least a little.
@@ -319,7 +319,7 @@ Every real time rendering toolkit has a main rendering loop or something like it
On iOS this runs on the main thread and on Android this runs on its own separate thread. You might think the latter is better, but it has its own problems (gesture lag). In any case, MapLibre Native handles both just fine. On iOS this runs on the main thread and on Android this runs on its own separate thread. You might think the latter is better, but it has its own problems (gesture lag). In any case, MapLibre Native handles both just fine.
The toolkit's main rendering "loop" lives in [renderer_impl](https://github.com/maplibre/maplibre-native/blob/main/src/mbgl/renderer/renderer_impl.cpp) and it's worth a look. It serves as a central point to begin examining the real time rendering. The toolkit's main rendering "loop" lives in [renderer_impl](https://github.com/maplibre/maplibre-native/blob/main/src/mln/renderer/renderer_impl.cpp) and it's worth a look. It serves as a central point to begin examining the real time rendering.
As you might suspect, the rendering loop logic and implementation are heavily influenced by OpenGL. As you might suspect, the rendering loop logic and implementation are heavily influenced by OpenGL.

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@@ -23,7 +23,7 @@ Tracy computational overhead is very low but by default it keeps all instrumenta
#### Instrumentation in MapLibre #### Instrumentation in MapLibre
The file `include/mbgl/util/instrumentation.hpp` defines the following instrumentation macros: The file `include/mln/util/instrumentation.hpp` defines the following instrumentation macros:
##### `MLN_TRACE_ZONE(label)` ##### `MLN_TRACE_ZONE(label)`
The macro records the timestamps at the start and end of the code scope. The parameter label is a user defined name for the zone. Example: The macro records the timestamps at the start and end of the code scope. The parameter label is a user defined name for the zone. Example:

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@@ -55,22 +55,22 @@ To create a new module:
1. Add a new source file to `rustutils/src/example.rs`. 1. Add a new source file to `rustutils/src/example.rs`.
2. Implement it, see the [CXX documentation](https://cxx.rs/index.html) or see `rustutils/src/color.rs` for an example. 2. Implement it, see the [CXX documentation](https://cxx.rs/index.html) or see `rustutils/src/color.rs` for an example.
3. Create a C++ source file that will use the generated C++ header. See `src/mbgl/util/color.rs.cpp` for an example. Import the generated header with 3. Create a C++ source file that will use the generated C++ header. See `src/mln/util/color.rs.cpp` for an example. Import the generated header with
```cpp ```cpp
#include <rustutils/example.hpp> #include <rustutils/example.hpp>
``` ```
4. Conditionally include either the `*.rs.cpp` file or the `*.cpp` file it replaces in CMake and Bazel. Here is what it looks like for CMake: 4. Conditionally include either the `*.rs.cpp` file or the `*.cpp` file it replaces in CMake and Bazel. Here is what it looks like for CMake:
```cmake ```cmake
${PROJECT_SOURCE_DIR}/src/mbgl/util/color$<IF:$<BOOL:${MLN_USE_RUST}>,.rs.cpp,.cpp> ${PROJECT_SOURCE_DIR}/src/mln/util/color$<IF:$<BOOL:${MLN_USE_RUST}>,.rs.cpp,.cpp>
``` ```
And here for Bazel: And here for Bazel:
```bazel ```bazel
select({ select({
"//:rust": [ "//:rust": [
"src/mbgl/util/color.rs.cpp", "src/mln/util/color.rs.cpp",
], ],
"//conditions:default": [ "//conditions:default": [
"src/mbgl/util/color.cpp", "src/mln/util/color.cpp",
], ],
}) })
``` ```

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@@ -1,8 +1,8 @@
#include "expression_test_logger.hpp" #include "expression_test_logger.hpp"
#include "expression_test_runner.hpp" #include "expression_test_runner.hpp"
#include <mbgl/util/io.hpp> #include <mln/util/io.hpp>
#include <mbgl/util/string.hpp> #include <mln/util/string.hpp>
#include <sstream> #include <sstream>
#include <filesystem> #include <filesystem>

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@@ -4,12 +4,12 @@
#undef GetObject #undef GetObject
#endif #endif
#include <mbgl/util/io.hpp> #include <mln/util/io.hpp>
#include <mbgl/util/logging.hpp> #include <mln/util/logging.hpp>
#include <mbgl/util/variant.hpp> #include <mln/util/variant.hpp>
#include <mbgl/style/conversion/function.hpp> #include <mln/style/conversion/function.hpp>
#include <mbgl/style/rapidjson_conversion.hpp> #include <mln/style/rapidjson_conversion.hpp>
#include <mbgl/style/expression/parsing_context.hpp> #include <mln/style/expression/parsing_context.hpp>
#include <mapbox/geojson/rapidjson.hpp> #include <mapbox/geojson/rapidjson.hpp>
#include <rapidjson/writer.h> #include <rapidjson/writer.h>

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@@ -1,8 +1,8 @@
#pragma once #pragma once
#include <mbgl/style/expression/expression.hpp> #include <mln/style/expression/expression.hpp>
#include <mbgl/util/feature.hpp> #include <mln/util/feature.hpp>
#include <mbgl/util/rapidjson.hpp> #include <mln/util/rapidjson.hpp>
#include <set> #include <set>
#include <string> #include <string>

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@@ -3,7 +3,7 @@
#include "expression_test_parser.hpp" #include "expression_test_parser.hpp"
#include "test_runner_common.hpp" #include "test_runner_common.hpp"
#include <mbgl/util/io.hpp> #include <mln/util/io.hpp>
#include <rapidjson/writer.h> #include <rapidjson/writer.h>
#include <rapidjson/prettywriter.h> #include <rapidjson/prettywriter.h>

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@@ -2,7 +2,7 @@
#include "expression_test_runner.hpp" #include "expression_test_runner.hpp"
#include "expression_test_logger.hpp" #include "expression_test_logger.hpp"
#include <mbgl/util/logging.hpp> #include <mln/util/logging.hpp>
#include <random> #include <random>
#include <iostream> #include <iostream>

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/util/feature.hpp> #include <mln/util/feature.hpp>
#include <string> #include <string>
#include <vector> #include <vector>

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@@ -1,41 +0,0 @@
// Generated code, do not modify this file!
#pragma once
#include <mbgl/shaders/shader_source.hpp>
#if MLN_RENDER_BACKEND_OPENGL
#include <mbgl/shaders/gl/prelude.hpp>
#include <mbgl/shaders/gl/clipping_mask.hpp>
#include <mbgl/shaders/gl/background.hpp>
#include <mbgl/shaders/gl/background_pattern.hpp>
#include <mbgl/shaders/gl/circle.hpp>
#include <mbgl/shaders/gl/collision_box.hpp>
#include <mbgl/shaders/gl/collision_circle.hpp>
#include <mbgl/shaders/gl/custom_geometry.hpp>
#include <mbgl/shaders/gl/custom_symbol_icon.hpp>
#include <mbgl/shaders/gl/debug.hpp>
#include <mbgl/shaders/gl/fill.hpp>
#include <mbgl/shaders/gl/fill_outline.hpp>
#include <mbgl/shaders/gl/fill_pattern.hpp>
#include <mbgl/shaders/gl/fill_outline_pattern.hpp>
#include <mbgl/shaders/gl/fill_outline_triangulated.hpp>
#include <mbgl/shaders/gl/fill_extrusion.hpp>
#include <mbgl/shaders/gl/fill_extrusion_instanced.hpp>
#include <mbgl/shaders/gl/fill_extrusion_pattern.hpp>
#include <mbgl/shaders/gl/fill_extrusion_pattern_instanced.hpp>
#include <mbgl/shaders/gl/heatmap.hpp>
#include <mbgl/shaders/gl/heatmap_texture.hpp>
#include <mbgl/shaders/gl/hillshade_prepare.hpp>
#include <mbgl/shaders/gl/color_relief.hpp>
#include <mbgl/shaders/gl/hillshade.hpp>
#include <mbgl/shaders/gl/line.hpp>
#include <mbgl/shaders/gl/line_gradient.hpp>
#include <mbgl/shaders/gl/line_pattern.hpp>
#include <mbgl/shaders/gl/location_indicator.hpp>
#include <mbgl/shaders/gl/location_indicator_textured.hpp>
#include <mbgl/shaders/gl/line_sdf.hpp>
#include <mbgl/shaders/gl/raster.hpp>
#include <mbgl/shaders/gl/symbol_icon.hpp>
#include <mbgl/shaders/gl/symbol_sdf.hpp>
#include <mbgl/shaders/gl/symbol_text_and_icon.hpp>
#include <mbgl/shaders/gl/wide_vector.hpp>
#endif

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@@ -1,11 +1,11 @@
#pragma once #pragma once
#include <mbgl/actor/aspiring_actor.hpp> #include <mln/actor/aspiring_actor.hpp>
#include <mbgl/actor/established_actor.hpp> #include <mln/actor/established_actor.hpp>
#include <mbgl/actor/mailbox.hpp> #include <mln/actor/mailbox.hpp>
#include <mbgl/actor/message.hpp> #include <mln/actor/message.hpp>
#include <mbgl/actor/actor_ref.hpp> #include <mln/actor/actor_ref.hpp>
#include <mbgl/util/noncopyable.hpp> #include <mln/util/noncopyable.hpp>
#include <memory> #include <memory>
#include <future> #include <future>

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <mbgl/actor/mailbox.hpp> #include <mln/actor/mailbox.hpp>
#include <mbgl/actor/message.hpp> #include <mln/actor/message.hpp>
#include <memory> #include <memory>

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@@ -1,8 +1,8 @@
#pragma once #pragma once
#include <mbgl/actor/mailbox.hpp> #include <mln/actor/mailbox.hpp>
#include <mbgl/actor/message.hpp> #include <mln/actor/message.hpp>
#include <mbgl/actor/actor_ref.hpp> #include <mln/actor/actor_ref.hpp>
#include <memory> #include <memory>
#include <future> #include <future>

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@@ -1,10 +1,10 @@
#pragma once #pragma once
#include <mbgl/actor/aspiring_actor.hpp> #include <mln/actor/aspiring_actor.hpp>
#include <mbgl/actor/mailbox.hpp> #include <mln/actor/mailbox.hpp>
#include <mbgl/actor/message.hpp> #include <mln/actor/message.hpp>
#include <mbgl/actor/actor_ref.hpp> #include <mln/actor/actor_ref.hpp>
#include <mbgl/actor/optional_actor_ref.hpp> #include <mln/actor/optional_actor_ref.hpp>
#include <memory> #include <memory>
#include <future> #include <future>

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@@ -7,7 +7,7 @@
#include <queue> #include <queue>
#include <mapbox/std/weak.hpp> #include <mapbox/std/weak.hpp>
#include <mbgl/actor/scheduler.hpp> #include <mln/actor/scheduler.hpp>
namespace mln { namespace mln {

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <mbgl/actor/actor.hpp> #include <mln/actor/actor.hpp>
#include <mbgl/actor/optional_actor_ref.hpp> #include <mln/actor/optional_actor_ref.hpp>
namespace mln { namespace mln {

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/actor/actor_ref.hpp> #include <mln/actor/actor_ref.hpp>
namespace mln { namespace mln {

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/util/identity.hpp> #include <mln/util/identity.hpp>
#include <mapbox/std/weak.hpp> #include <mapbox/std/weak.hpp>

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@@ -1,9 +1,9 @@
#pragma once #pragma once
#include <mbgl/util/geometry.hpp> #include <mln/util/geometry.hpp>
#include <mbgl/util/variant.hpp> #include <mln/util/variant.hpp>
#include <mbgl/util/color.hpp> #include <mln/util/color.hpp>
#include <mbgl/style/property_value.hpp> #include <mln/style/property_value.hpp>
#include <cstdint> #include <cstdint>
#include <vector> #include <vector>

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@@ -1,9 +1,9 @@
#pragma once #pragma once
#include <mbgl/gfx/types.hpp> #include <mln/gfx/types.hpp>
#include <mbgl/util/variant.hpp> #include <mln/util/variant.hpp>
#include <mbgl/util/color.hpp> #include <mln/util/color.hpp>
#include <mbgl/util/hash.hpp> #include <mln/util/hash.hpp>
namespace mln { namespace mln {
namespace gfx { namespace gfx {

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/gfx/debug_group.hpp> #include <mln/gfx/debug_group.hpp>
#include <memory> #include <memory>
#include <string_view> #include <string_view>

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@@ -1,15 +1,15 @@
#pragma once #pragma once
#include <mbgl/actor/scheduler.hpp> #include <mln/actor/scheduler.hpp>
#include <mbgl/gfx/backend.hpp> #include <mln/gfx/backend.hpp>
#include <mbgl/gfx/command_encoder.hpp> #include <mln/gfx/command_encoder.hpp>
#include <mbgl/gfx/context_observer.hpp> #include <mln/gfx/context_observer.hpp>
#include <mbgl/gfx/draw_scope.hpp> #include <mln/gfx/draw_scope.hpp>
#include <mbgl/gfx/renderbuffer.hpp> #include <mln/gfx/renderbuffer.hpp>
#include <mbgl/gfx/rendering_stats.hpp> #include <mln/gfx/rendering_stats.hpp>
#include <mbgl/gfx/types.hpp> #include <mln/gfx/types.hpp>
#include <mbgl/gfx/uniform_buffer.hpp> #include <mln/gfx/uniform_buffer.hpp>
#include <memory> #include <memory>
#include <string> #include <string>

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <mbgl/gfx/backend.hpp> #include <mln/gfx/backend.hpp>
#include <mbgl/shaders/shader_source.hpp> #include <mln/shaders/shader_source.hpp>
#include <string> #include <string>

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <mbgl/gfx/types.hpp> #include <mln/gfx/types.hpp>
#include <mbgl/util/range.hpp> #include <mln/util/range.hpp>
namespace mln { namespace mln {
namespace gfx { namespace gfx {

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/gfx/types.hpp> #include <mln/gfx/types.hpp>
#include <cassert> #include <cassert>
#include <cstddef> #include <cstddef>

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@@ -1,15 +1,15 @@
#pragma once #pragma once
#include <mbgl/gfx/drawable_data.hpp> #include <mln/gfx/drawable_data.hpp>
#include <mbgl/gfx/texture2d.hpp> #include <mln/gfx/texture2d.hpp>
#include <mbgl/gfx/uniform_buffer.hpp> #include <mln/gfx/uniform_buffer.hpp>
#include <mbgl/tile/tile_id.hpp> #include <mln/tile/tile_id.hpp>
#include <mbgl/util/color.hpp> #include <mln/util/color.hpp>
#include <mbgl/util/containers.hpp> #include <mln/util/containers.hpp>
#include <mbgl/util/identity.hpp> #include <mln/util/identity.hpp>
#include <mbgl/util/monotonic_timer.hpp> #include <mln/util/monotonic_timer.hpp>
#include <mbgl/util/traits.hpp> #include <mln/util/traits.hpp>
#include <mbgl/util/immutable.hpp> #include <mln/util/immutable.hpp>
#include <cstdint> #include <cstdint>
#include <cstddef> #include <cstddef>

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@@ -1,8 +1,8 @@
#pragma once #pragma once
#include <mbgl/gfx/drawable_tweaker.hpp> #include <mln/gfx/drawable_tweaker.hpp>
#include <mbgl/style/types.hpp> #include <mln/style/types.hpp>
#include <mbgl/renderer/layers/render_symbol_layer.hpp> #include <mln/renderer/layers/render_symbol_layer.hpp>
#include <memory> #include <memory>
#include <string> #include <string>

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@@ -1,10 +1,10 @@
#pragma once #pragma once
#include <mbgl/gfx/drawable.hpp> #include <mln/gfx/drawable.hpp>
#include <mbgl/gfx/types.hpp> #include <mln/gfx/types.hpp>
#include <mbgl/tile/geometry_tile_data.hpp> #include <mln/tile/geometry_tile_data.hpp>
#include <mbgl/style/types.hpp> #include <mln/style/types.hpp>
#include <mbgl/gfx/polyline_generator.hpp> #include <mln/gfx/polyline_generator.hpp>
#include <array> #include <array>
#include <memory> #include <memory>

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <mbgl/gfx/drawable_tweaker.hpp> #include <mln/gfx/drawable_tweaker.hpp>
#include <mbgl/style/layers/custom_layer.hpp> #include <mln/style/layers/custom_layer.hpp>
#include <memory> #include <memory>
#include <string> #include <string>

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@@ -1,8 +1,8 @@
#pragma once #pragma once
#include <mbgl/gfx/draw_mode.hpp> #include <mln/gfx/draw_mode.hpp>
#include <mbgl/gfx/drawable.hpp> #include <mln/gfx/drawable.hpp>
#include <mbgl/shaders/segment.hpp> #include <mln/shaders/segment.hpp>
namespace mln { namespace mln {
namespace gfx { namespace gfx {

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@@ -1,8 +1,8 @@
#pragma once #pragma once
#include <mbgl/gfx/types.hpp> #include <mln/gfx/types.hpp>
#include <mbgl/util/image.hpp> #include <mln/util/image.hpp>
#include <mbgl/util/rect.hpp> #include <mln/util/rect.hpp>
#include <mapbox/shelf-pack.hpp> #include <mapbox/shelf-pack.hpp>

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@@ -1,8 +1,8 @@
#pragma once #pragma once
#include <mbgl/gfx/dynamic_texture.hpp> #include <mln/gfx/dynamic_texture.hpp>
#include <mbgl/text/glyph.hpp> #include <mln/text/glyph.hpp>
#include <mbgl/style/image_impl.hpp> #include <mln/style/image_impl.hpp>
namespace mln { namespace mln {

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@@ -1,11 +1,11 @@
#pragma once #pragma once
#include <mbgl/util/geometry.hpp> #include <mln/util/geometry.hpp>
#include <mbgl/tile/geometry_tile_data.hpp> #include <mln/tile/geometry_tile_data.hpp>
#include <mbgl/gfx/vertex_vector.hpp> #include <mln/gfx/vertex_vector.hpp>
#include <mbgl/gfx/index_vector.hpp> #include <mln/gfx/index_vector.hpp>
#include <mbgl/renderer/buckets/fill_bucket.hpp> #include <mln/renderer/buckets/fill_bucket.hpp>
#include <mbgl/renderer/buckets/line_bucket.hpp> #include <mln/renderer/buckets/line_bucket.hpp>
namespace mln { namespace mln {
namespace gfx { namespace gfx {

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <mbgl/util/color.hpp> #include <mln/util/color.hpp>
#include <mbgl/util/variant.hpp> #include <mln/util/variant.hpp>
#include <optional> #include <optional>

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@@ -1,12 +1,12 @@
#pragma once #pragma once
#include <mbgl/util/geometry.hpp> #include <mln/util/geometry.hpp>
#include <mbgl/tile/geometry_tile_data.hpp> #include <mln/tile/geometry_tile_data.hpp>
#include <mbgl/style/types.hpp> #include <mln/style/types.hpp>
#include <mbgl/gfx/vertex_vector.hpp> #include <mln/gfx/vertex_vector.hpp>
#include <mbgl/gfx/index_vector.hpp> #include <mln/gfx/index_vector.hpp>
#include <mbgl/shaders/segment.hpp> #include <mln/shaders/segment.hpp>
#include <mbgl/util/math.hpp> #include <mln/util/math.hpp>
#include <cstdint> #include <cstdint>
#include <cstddef> #include <cstddef>

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/util/size.hpp> #include <mln/util/size.hpp>
#include <memory> #include <memory>
#include <cassert> #include <cassert>

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <mbgl/gfx/types.hpp> #include <mln/gfx/types.hpp>
#include <mbgl/util/size.hpp> #include <mln/util/size.hpp>
#include <memory> #include <memory>
#include <cassert> #include <cassert>

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <mbgl/actor/scheduler.hpp> #include <mln/actor/scheduler.hpp>
#include <mbgl/util/util.hpp> #include <mln/util/util.hpp>
#include <memory> #include <memory>
#include <mutex> #include <mutex>

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@@ -3,7 +3,7 @@
#include <cstddef> #include <cstddef>
#include <string> #include <string>
#include <memory> #include <memory>
#include <mbgl/util/color.hpp> #include <mln/util/color.hpp>
namespace mln { namespace mln {

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@@ -1,8 +1,8 @@
#pragma once #pragma once
#include <mbgl/gfx/shader.hpp> #include <mln/gfx/shader.hpp>
#include <mbgl/util/containers.hpp> #include <mln/util/containers.hpp>
#include <mbgl/util/hash.hpp> #include <mln/util/hash.hpp>
#include <iomanip> #include <iomanip>
#include <memory> #include <memory>

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/gfx/shader_group.hpp> #include <mln/gfx/shader_group.hpp>
#include <memory> #include <memory>
#include <mutex> #include <mutex>

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <mbgl/gfx/types.hpp> #include <mln/gfx/types.hpp>
#include <mbgl/util/variant.hpp> #include <mln/util/variant.hpp>
namespace mln { namespace mln {
namespace gfx { namespace gfx {

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/gfx/types.hpp> #include <mln/gfx/types.hpp>
#include <mbgl/util/image.hpp> #include <mln/util/image.hpp>
#include <cstddef> #include <cstddef>
#include <vector> #include <vector>

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/gfx/gfx_types.hpp> #include <mln/gfx/gfx_types.hpp>
#include <cstdint> #include <cstdint>

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/shaders/shader_defines.hpp> #include <mln/shaders/shader_defines.hpp>
#include <memory> #include <memory>
#include <vector> #include <vector>

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@@ -1,8 +1,8 @@
#pragma once #pragma once
#include <mbgl/gfx/gfx_types.hpp> #include <mln/gfx/gfx_types.hpp>
#include <mbgl/renderer/paint_property_binder.hpp> #include <mln/renderer/paint_property_binder.hpp>
#include <mbgl/util/containers.hpp> #include <mln/util/containers.hpp>
#include <algorithm> #include <algorithm>
#include <array> #include <array>

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/gl/types.hpp> #include <mln/gl/types.hpp>
#include <type_traits> #include <type_traits>
#include <cassert> #include <cassert>
#include <cstring> #include <cstring>

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@@ -1,9 +1,9 @@
#pragma once #pragma once
#include <mbgl/gfx/drawable.hpp> #include <mln/gfx/drawable.hpp>
#include <mbgl/gfx/draw_mode.hpp> #include <mln/gfx/draw_mode.hpp>
#include <mbgl/gl/vertex_array.hpp> #include <mln/gl/vertex_array.hpp>
#include <mbgl/gl/vertex_attribute_gl.hpp> #include <mln/gl/vertex_attribute_gl.hpp>
#include <memory> #include <memory>

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <mbgl/gfx/drawable_builder.hpp> #include <mln/gfx/drawable_builder.hpp>
#include <mbgl/gl/vertex_attribute_gl.hpp> #include <mln/gl/vertex_attribute_gl.hpp>
namespace mln { namespace mln {
namespace gl { namespace gl {

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/gfx/dynamic_texture.hpp> #include <mln/gfx/dynamic_texture.hpp>
namespace mln { namespace mln {
namespace gl { namespace gl {

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <mbgl/renderer/layer_group.hpp> #include <mln/renderer/layer_group.hpp>
#include <mbgl/gl/uniform_buffer_gl.hpp> #include <mln/gl/uniform_buffer_gl.hpp>
namespace mln { namespace mln {

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/gfx/renderable.hpp> #include <mln/gfx/renderable.hpp>
#include <cstdlib> #include <cstdlib>

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@@ -1,9 +1,9 @@
#pragma once #pragma once
#include <mbgl/gfx/renderer_backend.hpp> #include <mln/gfx/renderer_backend.hpp>
#include <mbgl/util/image.hpp> #include <mln/util/image.hpp>
#include <mbgl/util/size.hpp> #include <mln/util/size.hpp>
#include <mbgl/util/util.hpp> #include <mln/util/util.hpp>
namespace mln { namespace mln {

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@@ -1,9 +1,9 @@
#pragma once #pragma once
#include <mbgl/gfx/texture2d.hpp> #include <mln/gfx/texture2d.hpp>
#include <mbgl/gl/object.hpp> #include <mln/gl/object.hpp>
#include <mbgl/platform/gl_functions.hpp> #include <mln/platform/gl_functions.hpp>
#include <mbgl/util/image.hpp> #include <mln/util/image.hpp>
#include <memory> #include <memory>

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@@ -1,8 +1,8 @@
#pragma once #pragma once
#include <mbgl/gfx/uniform_buffer.hpp> #include <mln/gfx/uniform_buffer.hpp>
#include <mbgl/gl/types.hpp> #include <mln/gl/types.hpp>
#include <mbgl/gl/buffer_allocator.hpp> #include <mln/gl/buffer_allocator.hpp>
namespace mln { namespace mln {
namespace gl { namespace gl {

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@@ -1,9 +1,9 @@
#pragma once #pragma once
#include <mbgl/gfx/types.hpp> #include <mln/gfx/types.hpp>
#include <mbgl/gfx/vertex_attribute.hpp> #include <mln/gfx/vertex_attribute.hpp>
#include <mbgl/gl/defines.hpp> #include <mln/gl/defines.hpp>
#include <mbgl/platform/gl_functions.hpp> #include <mln/platform/gl_functions.hpp>
namespace mln { namespace mln {
namespace gfx { namespace gfx {

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/layermanager/layer_factory.hpp> #include <mln/layermanager/layer_factory.hpp>
namespace mln { namespace mln {

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/layermanager/layer_factory.hpp> #include <mln/layermanager/layer_factory.hpp>
namespace mln { namespace mln {

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <mbgl/layermanager/layer_factory.hpp> #include <mln/layermanager/layer_factory.hpp>
namespace mln { namespace mln {

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <mbgl/layermanager/layer_factory.hpp> #include <mln/layermanager/layer_factory.hpp>
#include <mbgl/style/layer.hpp> #include <mln/style/layer.hpp>
#include <array> #include <array>

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