Progams code for a certain layer type is encapsulted within
a dedicated `<layer type>Programs` class, inherited from
the generic base `LayerTypePrograms` class.
`mbgl::Programs::get<layer type>Programs()` lazily initializes the
layer type-specific programs code using pointer to the base class,
which allows LTO to remove this code from binaries (if the corresponding
`get<layer type>Programs()` method can never be invoked).
* 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
* [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
* 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.