[core] Align line vertex to 4-byte boundary

10 byte vertices are heavily penalized by common GL implementations.
This commit is contained in:
John Firebaugh
2017-09-07 15:21:05 -07:00
parent b05e5ddd34
commit aa4dff1095
7 changed files with 14 additions and 22 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(float, 3, a_projected_pos);
MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_label_pos);
MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_anchor_pos);

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@@ -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 RenderLinePaintProperties::PossiblyEvaluated& properties,

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@@ -59,7 +59,8 @@ 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

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@@ -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;
@@ -133,12 +133,9 @@ 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.

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@@ -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;
@@ -121,12 +121,9 @@ 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.

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@@ -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;
@@ -159,12 +159,9 @@ 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.