Commit Graph

22 Commits

Author SHA1 Message Date
Mikhail Pozdnyakov
06a8ecdb17 Update mapbox-gl-js submodule to v0.53.0 2019-03-06 18:00:19 +02:00
Molly Lloyd
bf82b07da2 update shaders 2019-03-05 14:04:52 +02:00
Vladimir Agafonkin
c89daf6bf1 Add basic shader minification (#13500)
* add basic shader minification (same GL JS does)

* don't remove line break at shader end
2018-12-04 16:09:43 +02:00
Bruno de Oliveira Abinader
e64c28613a [core] Support fill-extrusion-vertical-gradient 2018-11-29 14:23:55 +02:00
Chris Loer
f7a69d15ab [docs] Include uncompressed shader source in .cpp comments
This is meant to
(1) Make it easier for new developers to find the source
(2) Make it easier to look at shader diffs when the GL JS pin changes
2018-09-19 16:19:28 -07:00
Chris Loer
ab8b6b74dc [test] Bump gl-js pin. 2018-09-19 14:54:38 -07:00
Molly Lloyd
4a5dc37245 [core] Implement CrossFadedDataDrivenProperty to add support for feature expressions in *-pattern properties 2018-08-31 13:08:47 -07:00
Mikhail Pozdnyakov
fb5afd34b9 [core] Add line-gradient property
Porting of https://github.com/mapbox/mapbox-gl-js/pull/6303
See the link above for the description of the feature and
its limitations).

Based on patch from @lbud (Lauren Budorick).
2018-08-23 19:01:40 +03:00
John Firebaugh
10e4ea0f28 [core] Compress all shader source as a single corpus 2018-07-25 11:39:05 -07:00
John Firebaugh
888a516f1f [core] Compress shader source code 2018-07-25 11:39:05 -07:00
Molly Lloyd
325ad2f711 [core] port zero line-width fix from gl-js (#12175)
* port zero line-width fix from gl-js

* ignore transition test

* ignore feature-state tests
2018-06-19 13:46:12 -07:00
John Firebaugh
449c68e329 [core] Update mapbox-gl-js 2018-03-14 15:26:28 -07:00
John Firebaugh
aa4dff1095 [core] Align line vertex to 4-byte boundary
10 byte vertices are heavily penalized by common GL implementations.
2017-09-08 09:35:47 -07:00
John Firebaugh
822df3dd51 [core] Use separate attribute component for line normals
Broadcom GPUs don't cope well with using the least significant bit for this.
2017-08-08 18:06:44 -07:00
John Firebaugh
466728b441 [core] Simplify generate-shaders.js
We moved the #pragma ⇢ #ifndef logic into gl-js.
2017-08-02 09:59:50 -07:00
Lauren Budorick
87a70c4793 [core] Enable property functions for line-width (#9250) 2017-06-19 14:27:43 -07:00
Konstantin Käfer
2cbc3d3332 [core] add shader defines for enabling/disabling attributes/uniforms for DDS 2017-06-13 12:21:50 -07:00
John Firebaugh
31bf6719fc [core] Reduce number of varyings to 8 or less
For #pragmas, don't generate varyings for attributes that aren't used by the fragment shader. Pack other varyings more tightly.
2017-06-13 08:41:39 -07:00
John Firebaugh
71c8f6aa10 [core] Move pattern coordinate division by texture size into shader
This makes pattern usage more like icons, and will be necessary for data-driven *-pattern properties.
2017-05-23 12:59:27 -07:00
Molly Lloyd
692f5e0a9f Pack min + max into one attribute 💪
Some devices supported by Mapbox GL provide only 8 vertex attributes; this change packs existing attributes to get us just under that limit.

For properties using a composite function, pack the min and max values into a single attribute with two logical components instead of using two separate attributes and buffers. Special logic is included for color attributes, whose integer components must be packed into the available bits of floating-point attributes. (We don't have access to ivec types in GL ES 2.0.)

For source functions, continue to bind just a one-component attribute even though the GLSL type is vec2 (or vec4 for colors). The type-checking done by gl::Attribute is relaxed slightly to accommodate this.
2017-03-08 15:23:25 -08:00
John Firebaugh
b83b14feb0 [core] De-duplicate shader prelude source 2017-03-08 13:49:24 -08:00
John Firebaugh
74eb8b3609 [core] Use cpp files for shader source 2017-02-07 11:27:36 -06:00