[core] Align line vertex to 4-byte boundary

10 byte vertices are heavily penalized by common GL implementations.

Cherry-picks aa4dff1095
This commit is contained in:
John Firebaugh
2017-09-07 15:21:05 -07:00
parent efe9928ad5
commit 73e9ba1439
6 changed files with 13 additions and 21 deletions

View File

@@ -23,7 +23,7 @@ inline uint16_t packUint8Pair(T a, T b) {
MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_pos);
MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_extrude);
MBGL_DEFINE_ATTRIBUTE(int16_t, 4, a_pos_offset);
MBGL_DEFINE_ATTRIBUTE(int16_t, 3, a_pos_normal);
MBGL_DEFINE_ATTRIBUTE(int16_t, 4, a_pos_normal);
MBGL_DEFINE_ATTRIBUTE(uint16_t, 2, a_texture_pos);
MBGL_DEFINE_ATTRIBUTE(int16_t, 3, a_normal);
MBGL_DEFINE_ATTRIBUTE(uint16_t, 1, a_edgedistance);

View File

@@ -10,7 +10,7 @@ namespace mbgl {
using namespace style;
static_assert(sizeof(LineLayoutVertex) == 10, "expected LineLayoutVertex size");
static_assert(sizeof(LineLayoutVertex) == 12, "expected LineLayoutVertex size");
template <class Values, class...Args>
Values makeValues(const LinePaintProperties::Evaluated& properties,

View File

@@ -61,7 +61,8 @@ public:
{{
p.x,
p.y,
static_cast<int16_t>(attributes::packUint8Pair(round ? 1 : 0, up ? 1 : 0))
static_cast<int16_t>(round ? 1 : 0),
static_cast<int16_t>(up ? 1 : -1)
}},
{{
// add 128 to store a byte in an unsigned byte

View File

@@ -21,7 +21,7 @@ const char* line::vertexSource = R"MBGL_SHADER(
// #define scale 63.0
#define scale 0.015873016
attribute vec3 a_pos_normal;
attribute vec4 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
@@ -109,12 +109,9 @@ void main() {
vec2 pos = a_pos_normal.xy;
// transform y normal so that 0 => -1 and 1 => 1
// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
mediump vec2 normal = unpack_float(a_pos_normal.z);
normal.y = sign(normal.y - 0.5);
mediump vec2 normal = a_pos_normal.zw;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.

View File

@@ -23,7 +23,7 @@ const char* line_pattern::vertexSource = R"MBGL_SHADER(
// Retina devices need a smaller distance to avoid aliasing.
#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
attribute vec3 a_pos_normal;
attribute vec4 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
@@ -99,12 +99,9 @@ void main() {
vec2 pos = a_pos_normal.xy;
// transform y normal so that 0 => -1 and 1 => 1
// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
mediump vec2 normal = unpack_float(a_pos_normal.z);
normal.y = sign(normal.y - 0.5);
mediump vec2 normal = a_pos_normal.zw;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.

View File

@@ -23,7 +23,7 @@ const char* line_sdf::vertexSource = R"MBGL_SHADER(
// Retina devices need a smaller distance to avoid aliasing.
#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
attribute vec3 a_pos_normal;
attribute vec4 a_pos_normal;
attribute vec4 a_data;
uniform mat4 u_matrix;
@@ -118,12 +118,9 @@ void main() {
vec2 pos = a_pos_normal.xy;
// transform y normal so that 0 => -1 and 1 => 1
// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
// x is 1 if it's a round cap, 0 otherwise
// y is 1 if the normal points up, and -1 if it points down
mediump vec2 normal = unpack_float(a_pos_normal.z);
normal.y = sign(normal.y - 0.5);
mediump vec2 normal = a_pos_normal.zw;
v_normal = normal;
// these transformations used to be applied in the JS and native code bases.