Use std::optional instead of mbgl::optional (#911)
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@@ -24,7 +24,7 @@ static RendererObserver& nullObserver() {
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return observer;
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}
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Renderer::Impl::Impl(gfx::RendererBackend& backend_, float pixelRatio_, const optional<std::string>& localFontFamily_)
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Renderer::Impl::Impl(gfx::RendererBackend& backend_, float pixelRatio_, const std::optional<std::string>& localFontFamily_)
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: orchestrator(!backend_.contextIsShared(), localFontFamily_),
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backend(backend_),
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observer(&nullObserver()),
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@@ -123,13 +123,13 @@ void Renderer::Impl::render(const RenderTree& renderTree) {
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// Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
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// tiles whatsoever.
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{
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optional<Color> color;
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std::optional<Color> color;
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if (parameters.debugOptions & MapDebugOptions::Overdraw) {
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color = Color::black();
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} else if (!backend.contextIsShared()) {
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color = renderTreeParameters.backgroundColor;
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}
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parameters.renderPass = parameters.encoder->createRenderPass("main buffer", { parameters.backend.getDefaultRenderable(), color, 1, 0 });
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parameters.renderPass = parameters.encoder->createRenderPass("main buffer", { parameters.backend.getDefaultRenderable(), color, 1.0f, 0 });
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}
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// Actually render the layers
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