When linking Mapbox GL as a static library, the object file (MGLFoundation.o) containing the global static variable initialization was not linked into the resulting binary since it was not referenced. This resulted in the RunLoop not being initialized in the main thread.
Reverts 03a14ff000
We're trying to use a local NDK, but in case it is too old or too new, we fall back to downloading the correct version via Mason, like in the olden times.
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.
This uses the pause/resume API on the default file source to pause
network and revalidation activity when the host iOS application goes
into the background. Activity is resumed when the host application goes
into the foreground.
The intention of this change is to avoid edge cases on some OSs where
resources (i.e. sqlite) are not available when the host app is not
visible to the user.
* Add symbol dds attributes and adapt style code generation
* Update to mapbox-gl-js/master
* Refactor SymbolFeature as a subclass of GeometryTileFeature
Prepares for enabling DDS on symbol paint properties by allowing the
SymbolFeatures, which we keep around after constructing SymbolLayout,
to be used in evaluating data-driven paint properties later in the
layout process.
* Draft approach for splitting icon/text paint properties
The `Program` types are set up to bind GL attributes to each of the
data-driven paint properties specified in the `PaintProperties` type
provided. Since `SymbolPaintProperties` specifies both `Text*` and
`Icon*` properties, the symbolIcon, symbolIconSDF, and symbolGlyph
programs each attempt to bind roughly double the number of attributes
that they actually need.
This change addresses this by:
- Adding the more specific `IconPaintProperties` and `TextPaintProperties` types, which are subsets of the full `SymbolPaintProperties`.
- The symbol layer continues to use its `SymbolPaintProperties paint` member to track layer property state, but it provides helpers that construct objects of each the specific `{Icon,Text}PaintProperties::Evaluated` type, for use by the painter.
- The three symbol programs instantiate `Program<>` using the appropriate `{Icon,Text}PaintProperties` type.
* check in generated style code
* Populate paint buffers for symbol DDS properties
* Address first round of review comments
* Refactor VectorTile{Layer,Feature} to explicitly share data
* Update submodule