Commit Graph

18 Commits

Author SHA1 Message Date
Konstantin Käfer
c3346f473a [core] Don't crash when attribute count is exceeded 2018-05-03 16:31:43 -07:00
John Firebaugh
86ee821c6e [core] No need for optional in map of VertexArrays 2017-07-12 14:55:02 -07:00
John Firebaugh
358b0305ae [core] Per-segment-per-layer vertex arrays
Reduces rebinding, matches gl-js, and works around the buggy VAO implementation on PowerVR SGX544 GPUs.
2017-07-12 14:48:22 -07:00
John Firebaugh
c61041b44c [core] Rework attribute binding (again)
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.
2017-07-12 14:48:22 -07:00
John Firebaugh
f3bb99f919 [core] Eliminate constant attribute bindings
Rather than binding constant attributes that will never be used, just disable the attribute.
2017-06-14 11:14:05 -07:00
John Firebaugh
9d276f3b0f [core] Dynamic program compilation for data-driven properties 2017-06-13 12:21:50 -07:00
Konstantin Käfer
1708b297a7 [core] add constant DDS values as uniforms 2017-06-13 12:21:50 -07:00
John Firebaugh
da4d735e2c [core] Unify {Paint,Layout,Light}Properties 2017-05-15 09:45:55 -07:00
Anand Thakker
693c9f3641 [core] Add DDS support for {text,icon}-size (#8593)
* Update gl-js and generate style code

* Factor out packUint8Pair() helper function

* Draft implementation of DDS for {text,icon}-size

Ports https://github.com/mapbox/mapbox-gl-js/pull/4455

* Fix text-size/composite-function-line-placement test

* Refactor to PaintPropertyBinders-like strategy

* Dedupe gl::Program construction

* Use exponential function base for interpolation

* Dedupe coveringZoomStops method

* Fixup tests

* Fix CI errors (hidden within #if block)
2017-04-06 15:29:59 -04:00
Konstantin Käfer
3c91b6b7de [core] cache binary shaders on Android 2017-03-22 15:59:10 +01:00
John Firebaugh
d5c2920104 [core] Extract and de-templatize several Program static methods 2017-03-09 10:32:34 -08:00
John Firebaugh
b83b14feb0 [core] De-duplicate shader prelude source 2017-03-08 13:49:24 -08:00
John Firebaugh
141e995806 [core] Add support for data-driven styling 2017-02-02 09:44:42 -08:00
Konstantin Käfer
62ea1f2185 [core] remove trailing whitespace, add trailing newlines, add space after // 2017-01-27 11:44:16 +01:00
Aki Koskinen
5e79077491 Always use a dot as a decimal point in string, independent of locale
std::to_string() potentially uses a decimal point character different
than a dot (.), depending on the environment's locale. But since this
generated string will be part of GLSL code, there needs to be a dot and
nothing else.
2016-11-29 16:54:28 -02:00
Molly Lloyd
3380f0803a [core] update native for line property function shaders changes (#6658)
* [core] update shaders for line property functions

update deps, define device pixel ratio for all shaders

[core] create ShaderParameter struct to store pixel ratio and overdraw param

repair rebase errs

update shaders to include pixel ratio

make sure collision_box never overdraws

update test suite, move shaders to Painter::render so the correct pixel ratio is applied

move shader compiling back to the Painter constructor

rebase from shader --> program refactor

re-factor parameters for collisionBox and debug programs

remove unused vars from line-program, move blur math to shader

update core files

remove unecessary files

update shaders PR, remove comments

bump test suite sha

fix formatting, incorporate feedback

refactor program.hpp

* [core] remove line transformations that were moved to the shaders, bump shader sha

* [core] shorten ProgramParameter instantiation

* [core] bump shader+test suite shas
2016-11-16 17:34:33 -08:00
John Firebaugh
1db2ffbc1b [core] Use gl::Program to resolve some rough edges in the GL binding types
* Extract `ignore` util to separate header.
* `Segment` now tracks offset and length of indices, rather than primitives. This is more natural.
* Introduce `VertexVector` and `IndexVector` types. These types carry information about the intended draw mode (`Triangles`, `LineStrip`, etc.), and ensure that elements are always appended in a group size appropriate for that draw mode, for both indexed and unindexed rendering.
* `Program`, rather than `Drawable`, is now the unifying object for draw calls. `Program` is the best place to type check the draw call, because it is typed to carry information about the intended primitive, vertex type, attributes, and uniforms.
* Use the debug shaders for debug tile rendering, like gl-js.
* Fix the draw mode for background. It was drawing triangle strips with a triangles array. Surprised this didn’t cause issues. Now it’s type checked.
2016-11-08 08:09:29 -08:00
John Firebaugh
66bdbc3b96 [core] Introduce gl::Program template 2016-11-08 08:09:29 -08:00