Reverts eed89fcf9d, which causes issues on certain Android devices. We don't actually need this change on this branch, I brought it over only to make the subsequent commits cleanly cherry-pickable.
- Guards against duplicate activations by checking wether the backend of the prior scope is the same as the current ones
- Makes sure that only the most outer backend scope deactivates by tracking activation state
These changes are necessary for programs whose set of active attributes is not fixed at compile time by a template parameter pack, but rather varies based on the generated shader text at runtime. In such cases, the attribute location of a given named attribute may vary between instances of the same Program.
Previously, attribute bindings were implicitly associated with a location based on template parameter order, and -1 was used to indicate an inactive attribute. This left us unable to disable the appropriate attribute when it went from active to inactive. Now, the state tracker for bindings explicitly associates locations and state, and an empty optional is used to indicate an inactive attribute.
In addition, a gl::VertexArray class is now exposed, allowing more flexibility in the relationship between Programs, Segments, and attribute bindings. In this commit, that relationship does not change, but the subsequent commit adjusts it to match gl-js, reduce rebinds, and work around buggy VAO implementations.
VertexArray uses a pimpl idiom in order to support implementations that lack the VAO extension. In that case, all VertexArrays share global binding state, reflecting the platform reality in the absence of VAOs, while still providing a uniform API.
Introducing two new attributes to enable property functions for line-width (#9250) pushed the attribute count over GL_MAX_VERTEX_ATTRIBS on some devices. Now we selectively bind only attributes that are used, making it unlikely to surpass GL_MAX_VERTEX_ATTRIBS.
The current value is not passed to `SymbolSizeBinder::uniformValues`, so we shouldn't check `currentValue.isConstant()` in `SymbolSizeBinder::attributeBindings`. If it were true, then we might end up using attribute bindings that are appropriate only for a constant property, but uniform bindings that are appropriate only for a source or composite function.
Instead, just wait for a new bucket to be generated. This will happen automatically, since icon/text-size are layout properties.
We have an "oldBinding" value that we use for checking whether the vertex attribute was already
bound to the current VAO, but we never set the state. Additionally, we're also checking whether
the previous state was already any binding (optional is set), and don't re-enable the vertex
attribute array. Additionally, we now only disable the vertex attribute array when the previous
state was in fact an array attribute. We still don't deduplicate constant glVertexAttrib* calls,
but that's a little trickier.
* [ios][macos] test remove source in use
* [android] test remove source in use
* [core] check source usage before remove
* [core] ensure layer::accept works with non-void return values on gcc
* [android] - remove upgrade runtime exceptions (#9191)
The isClose threshold is switched from 0.000001 pixels to 1 pixel.
As a backup, it checks whether r0 and r1 are finite. It might be
possible to have just the threshold check or just the finiteness check,
but I don't see the harm in having both.
std::abs(w0 - w1) < 0.000001 is removed because it doesn't look like
it's needed. All calculations should run fine even if w0 === w1.
Finally, the point interpolation is tweaked so that at the end of the
flying (when k === 1) it ends up at the exact end point. I didn't see
any bugs related to this, but it seems like a good thing to have
explicitly.
* [core] Throttle tiles to redo symbol placement at most once every 300ms.
Fixes issue #8435 and prepares for pitch-scaling changes in issue #8967.
* [core] Disable letter-spacing for Arabic labels (issue #9057)
This adds a `convertJSON` template, to be used like:
Error error
optional<Foo> foo = convertJSON<Foo>(string, error);
Internally, it parses the string with RapidJSON and then calls `convert<Foo>(parsed, error)`.
While here, rationalize GeoJSON converters and fix error handling for Tileset conversion in OfflineDownload.
* Don't use it to track zoom changes. Instead, Style::update can use the zoom history to check for a change in zoom from the previous frame.
* Don't use it to track active property transitions. Style already knows which layers/light have an active transition, and can re-evaluate only those that do.
This leaves layer property changes as the only use of RecalculateStyle.
Combine Style::cascade, recalculate, relayout, and updateTiles into a single method. This allows multiple loops over sources and layers to be consolidated and prepares for additional Style-Map decoupling: rather than tracking pending updates via a set of Update flags held by the Map and passed to the Style, the Style can use its own data to determine what to update.