[core] Align line vertex to 4-byte boundary
10 byte vertices are heavily penalized by common GL implementations.
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Submodule mapbox-gl-js updated: db8d5c051c...991ab7d1a1
@@ -23,7 +23,7 @@ inline uint16_t packUint8Pair(T a, T b) {
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MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_pos);
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MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_extrude);
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MBGL_DEFINE_ATTRIBUTE(int16_t, 4, a_pos_offset);
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MBGL_DEFINE_ATTRIBUTE(int16_t, 3, a_pos_normal);
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MBGL_DEFINE_ATTRIBUTE(int16_t, 4, a_pos_normal);
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MBGL_DEFINE_ATTRIBUTE(float, 3, a_projected_pos);
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MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_label_pos);
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MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_anchor_pos);
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@@ -10,7 +10,7 @@ namespace mbgl {
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using namespace style;
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static_assert(sizeof(LineLayoutVertex) == 10, "expected LineLayoutVertex size");
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static_assert(sizeof(LineLayoutVertex) == 12, "expected LineLayoutVertex size");
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template <class Values, class...Args>
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Values makeValues(const RenderLinePaintProperties::PossiblyEvaluated& properties,
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@@ -59,7 +59,8 @@ public:
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{{
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p.x,
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p.y,
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static_cast<int16_t>(attributes::packUint8Pair(round ? 1 : 0, up ? 1 : 0))
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static_cast<int16_t>(round ? 1 : 0),
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static_cast<int16_t>(up ? 1 : -1)
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}},
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{{
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// 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(
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// #define scale 63.0
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#define scale 0.015873016
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attribute vec3 a_pos_normal;
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attribute vec4 a_pos_normal;
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attribute vec4 a_data;
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uniform mat4 u_matrix;
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@@ -133,12 +133,9 @@ void main() {
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vec2 pos = a_pos_normal.xy;
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// transform y normal so that 0 => -1 and 1 => 1
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// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
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// x is 1 if it's a round cap, 0 otherwise
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// y is 1 if the normal points up, and -1 if it points down
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mediump vec2 normal = unpack_float(a_pos_normal.z);
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normal.y = sign(normal.y - 0.5);
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mediump vec2 normal = a_pos_normal.zw;
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v_normal = normal;
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// 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(
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// Retina devices need a smaller distance to avoid aliasing.
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#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
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attribute vec3 a_pos_normal;
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attribute vec4 a_pos_normal;
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attribute vec4 a_data;
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uniform mat4 u_matrix;
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@@ -121,12 +121,9 @@ void main() {
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vec2 pos = a_pos_normal.xy;
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// transform y normal so that 0 => -1 and 1 => 1
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// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
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// x is 1 if it's a round cap, 0 otherwise
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// y is 1 if the normal points up, and -1 if it points down
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mediump vec2 normal = unpack_float(a_pos_normal.z);
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normal.y = sign(normal.y - 0.5);
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mediump vec2 normal = a_pos_normal.zw;
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v_normal = normal;
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// 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(
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// Retina devices need a smaller distance to avoid aliasing.
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#define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0
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attribute vec3 a_pos_normal;
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attribute vec4 a_pos_normal;
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attribute vec4 a_data;
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uniform mat4 u_matrix;
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@@ -159,12 +159,9 @@ void main() {
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vec2 pos = a_pos_normal.xy;
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// transform y normal so that 0 => -1 and 1 => 1
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// In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap
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// x is 1 if it's a round cap, 0 otherwise
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// y is 1 if the normal points up, and -1 if it points down
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mediump vec2 normal = unpack_float(a_pos_normal.z);
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normal.y = sign(normal.y - 0.5);
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mediump vec2 normal = a_pos_normal.zw;
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v_normal = normal;
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// these transformations used to be applied in the JS and native code bases.
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